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dc.contributor.authorPérez Calañas, Cinta
dc.contributor.authorHernández Garrido, Rocío
dc.contributor.authorPerea, David
dc.contributor.authorRodríguez Pérez, Ángel Mariano
dc.date.accessioned2024-03-08T13:22:13Z
dc.date.available2024-03-08T13:22:13Z
dc.date.issued2023-02-17
dc.identifier.urihttp://hdl.handle.net/10835/16137
dc.description.abstractThe 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.isoenes_ES
dc.publisherDª. Amparo Verdú Vázquezes_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.sourcehttps://www.dykinson.com/libros/innovaciones-educativas-en-el-ambito- edificatorio/9788411227513/es_ES
dc.titleTHE USE OF GAMIFICATION IN EDUCATION: AN EXPLORATORY STUDYes_ES
dc.typeinfo:eu-repo/semantics/bookes_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES


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Attribution-NonCommercial-NoDerivatives 4.0 Internacional
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