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Source:
Education Sciences; Jan2023, Vol. 13 Issue 1, p8, 10p
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Source:
Australasian Journal of Educational Technology; 2020, Vol. 36 Issue 2, p43-59, 17p
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Subjects: Computer Games; Teaching Methods; Learning Strategies
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Source:
GIST Education and Learning Research Journal, n20 p171-188 Jan-Jun 2020.
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Abstract:
This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) ... As Provided
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Subjects: *TEACHING methods; *GAMIFICATION; *AFFECT (Psychology)
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Source:
Scientia et Technica. mar2022, Vol. 27 Issue 1, p7-14. 8p.
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Abstract:
The contemporary methodologies are focused in the students, who, in engineering programs, many times they are unmotivated by the lack of integration of practical content ... Las metodologías contemporáneas están enfocadas en los estudiantes, quienes, en carreras de ingeniería, muchas veces se ven desmotivados por la falta ... Copyright of Scientia et Technica is the property of Scientia et Technica and its content may not be copied or emailed to multiple sites ...
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Educacion XX1; 2020, Vol. 23 Issue 1, p373-408, 36p
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Subjects: *Schools; Educational games; Visual learning
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Source:
Muhasebe ve Vergi Uygulamalari Dergisi (MUVU) / Journal of Accounting & Taxation Studies (JATS). 2019, Vol. 12 Issue 2, p331-352. 22p.
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Abstract:
The 21st century children and youngsters who are at the center of technology and make it a part of their lives are called "digital natives" ... Teknolojinin odağında olan ve kendilerini bildikleri anda teknolojiyle tanışıp onu yaşamlarının bir parçası haline getiren 21. yy. çocukları ve genç...
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Proceedings of the European Conference on Games Based Learning; 2022, Issue 1, p713-722, 10p
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