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THE USE OF GAMIFICATION IN EDUCATION: AN EXPLORATORY STUDY
dc.contributor.author | Pérez Calañas, Cinta | |
dc.contributor.author | Hernández Garrido, Rocío | |
dc.contributor.author | Perea, David | |
dc.contributor.author | Rodríguez Pérez, Ángel Mariano | |
dc.date.accessioned | 2024-03-08T13:22:13Z | |
dc.date.available | 2024-03-08T13:22:13Z | |
dc.date.issued | 2023-02-17 | |
dc.identifier.uri | http://hdl.handle.net/10835/16137 | |
dc.description.abstract | The document use of gamification in education, focusing on its integration into the learning process through various apps like Kahoot, Classcraft, and Quizizz. It explores how these tools enhance student engagement and learning, and discusses the overall positive reception of gamification in educational settings. However, the chapter also notes some challenges and limitations, including technical issues and the need for more comprehensive studies to better understand gamification's long-term effectiveness in education. | es_ES |
dc.language.iso | en | es_ES |
dc.publisher | Dª. Amparo Verdú Vázquez | es_ES |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 Internacional | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.source | https://www.dykinson.com/libros/innovaciones-educativas-en-el-ambito- edificatorio/9788411227513/ | es_ES |
dc.title | THE USE OF GAMIFICATION IN EDUCATION: AN EXPLORATORY STUDY | es_ES |
dc.type | info:eu-repo/semantics/book | es_ES |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | es_ES |