2   Artículos

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en línea
Angeliki Leonardou, Maria Rigou and John Garofalakis    
Learner motivation to self-improve is a crucial effectiveness factor in all modes and settings of learning. Game-based learning was long used for attracting and maintaining students? interest especially in small ages, deploying means such as scoring, tim... ver más
Revista: Information    Formato: Electrónico

 
en línea
Inmaculada Rodríguez, Anna Puig and Àlex Rodríguez    
The design of gamified experiences following the one-fits-all approach uses the same game elements for all users participating in the experience. The alternative is adaptive gamification, which considers that users have different playing motivations. Som... ver más
Revista: Applied Sciences    Formato: Electrónico

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