Gamification and e-learning: study of a university context for the adaptation of the design
Gamification, applied to educational contexts, can increase the motivation and engagement of students. First analysis of the bibliography tells that there is not enough research done in this topic, and there are few guidelines marked to implement gamification. This work aims to generate hypotheses t...
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Format: | Book |
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Centro de Estudios Financieros,
2016-05-01T00:00:00Z.
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Internet
Connect to this object online.3rd Floor Main Library
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A1234.567 |
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