Gamification Experience in Secondary Education on Learning of Digital Systems
Games have always been used in order to motivate learning at early ages. Nevertheless, during teen years, playing games have often been stigmatized as a waste of time. Thus, the phenomenon of gamification has become recently a methodological trend with a relevant presence in the classroom. In this p...
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Format: | Book |
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Ediciones Universidad de Salamanca,
2017-07-01T00:00:00Z.
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A1234.567 |
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