9.2 Serious games and gamification – Teaching in a Digital Age

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9.2 Serious games and gamification – Teaching in a Digital Age
Gamification, Serious Games and Simulations
9.2 Serious games and gamification – Teaching in a Digital Age
Learning Experience Journey Using Gamification & Serious Games - Ahmed Hossam, Gamification Consultant, Gamfed/Gampact
9.2 Serious games and gamification – Teaching in a Digital Age
9.2 Serious games and gamification – Teaching in a Digital Age: Third Edition – General
9.2 Serious games and gamification – Teaching in a Digital Age
Therapeutic use of serious games in mental health: scoping review, BJPsych Open
9.2 Serious games and gamification – Teaching in a Digital Age
Beyond playful learning – Serious games for the human-centric digital transformation of production and a design process model - ScienceDirect
9.2 Serious games and gamification – Teaching in a Digital Age
6.7 Resources – Teaching in a Digital Age: Third Edition – General
9.2 Serious games and gamification – Teaching in a Digital Age
Serious game design model for language learning in the cultural context
9.2 Serious games and gamification – Teaching in a Digital Age
Serious games: current uses and emergent trends
[Zichermann, Gabe, Linder, Joselin] on . *FREE* shipping on qualifying offers. The Gamification Revolution: How Leaders Leverage Game
9.2 Serious games and gamification – Teaching in a Digital Age
The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition
9.2 Serious games and gamification – Teaching in a Digital Age
3: Serious games and similar concepts (Tang et al., 2009)
9.2 Serious games and gamification – Teaching in a Digital Age
9.2 Serious games and gamification – Teaching in a Digital Age: Third Edition – General
9.2 Serious games and gamification – Teaching in a Digital Age
Applied Sciences, Free Full-Text
9.2 Serious games and gamification – Teaching in a Digital Age
Serious Game Market Strategic Insights 2023-2031 with Top Players Cisco, IBM, Serious Game International, CCS
9.2 Serious games and gamification – Teaching in a Digital Age
Serious games: current uses and emergent trends
9.2 Serious games and gamification – Teaching in a Digital Age
10.10 Deciding – Teaching in a Digital Age: Third Edition – General
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