9.2 Serious games and gamification – Teaching in a Digital Age
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Gamification, Serious Games and Simulations

Learning Experience Journey Using Gamification & Serious Games - Ahmed Hossam, Gamification Consultant, Gamfed/Gampact

9.2 Serious games and gamification – Teaching in a Digital Age: Third Edition – General

Therapeutic use of serious games in mental health: scoping review, BJPsych Open

Beyond playful learning – Serious games for the human-centric digital transformation of production and a design process model - ScienceDirect

6.7 Resources – Teaching in a Digital Age: Third Edition – General

Serious game design model for language learning in the cultural context

Serious games: current uses and emergent trends
[Zichermann, Gabe, Linder, Joselin] on . *FREE* shipping on qualifying offers. The Gamification Revolution: How Leaders Leverage Game

The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition

3: Serious games and similar concepts (Tang et al., 2009)

9.2 Serious games and gamification – Teaching in a Digital Age: Third Edition – General

Applied Sciences, Free Full-Text
Serious Game Market Strategic Insights 2023-2031 with Top Players Cisco, IBM, Serious Game International, CCS

Serious games: current uses and emergent trends

10.10 Deciding – Teaching in a Digital Age: Third Edition – General
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