Gamification and transmedia for scientific promotion and for encouraging scientific careers in adolescents
The current growth in gamification-based applications, and especially in what is known as Digital Game-based Learning (DGBL), is providing new opportunities with considerable educational potential. In the present study, we report on the results of the progress of a project for developing a setting f...
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Veröffentlicht in: | Comunicar 2018, Vol.26 (55), p.93-103 |
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Format: | Artikel |
Sprache: | eng |
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