Author:
Mouronte-López Mary Luz,García Arturo,Bautista Susana,Cortés Carmen
Publisher
Springer Science and Business Media LLC
Subject
General Engineering,Education
Reference42 articles.
1. Annetta, L., Minogue, J., Shawn, Y. H., & Cheng, M. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers & Education, 53(1), 74–85.
2. Bekebrede, G., Warmelink, I., & Mayer, H. J. G. (2011). Reviewing the need for gaming in education to accommodate the net generation. Computers and Education, 57, 1521–1529.
3. Boujaoude, S. (2011). Exploring the bias: Gender and stereotyping in secondary schools. International Review of Education. https://doi.org/10.1007/s11159-011-9194-z.
4. Broma, C., Preuss, M., & Klement, D. (2011). Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study. Computers & Education, 57(3), 1971–1988.
5. Cavero, J., & Ruíz, D. (2019). In C. A. López (Ed.), Educación para la innovación y el emprendimiento: Una educación para el futuro. Recomendaciones para su impulso. Real Academia de Ingeniería.. Real Academia de Ingeniería. Retrieved February 29, 2020 from http://www.raing.es/sites/default/files/EDUCACION_PARA_INNOVACION_Web.pdf.
Cited by
6 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献