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pro vyhledávání: '"Pippig, Michelle"'
Autor:
Fischer, Helge, Pippig, Michelle, Arnold, Maik, Farrand, Yvonne, Leducq, Siegmund, Köhler, Thomas, Letonja, Marina, Mertens, Linda, Müller, Josefin, Slingerland, Ria, Urgacz, Pawel, Verhagen, Rick
Digital Education: Gamification F.3
From point 1 Introduction: Gamification represents one of the biggest technological trends of the last decade. The adoption of the gamification concept in the corporate sector (corporate gamification, playful
From point 1 Introduction: Gamification represents one of the biggest technological trends of the last decade. The adoption of the gamification concept in the corporate sector (corporate gamification, playful
Externí odkaz:
https://tud.qucosa.de/id/qucosa%3A94135
https://tud.qucosa.de/api/qucosa%3A94135/attachment/ATT-0/
https://tud.qucosa.de/api/qucosa%3A94135/attachment/ATT-0/
The unforeseeable outbreak and progression of the covid-19-pandemic accompanied by crucial measures of both social and spatial distancing has emphasized digital technologies’ role within the spotlight of educational research and practice. A major c
Externí odkaz:
https://tud.qucosa.de/id/qucosa%3A85645
https://tud.qucosa.de/api/qucosa%3A85645/attachment/ATT-0/
https://tud.qucosa.de/api/qucosa%3A85645/attachment/ATT-0/