Work, Games and Lifelong Learning in the 21st Century

Author:

Romero Margarida

Publisher

Elsevier BV

Subject

General Medicine

Reference16 articles.

1. Badges in social media: A social psychological perspective;Antin;In CHI 2011 Gamification Workshop Proceedings, Vancouver, BC, Canada,2011

2. The value of student engagement for higher education quality assurance;Coates;Quality in Higher Education,2005

3. Flow: The psychology of optimal experience;Csikzentmihaly,1991

4. September). From game design elements to gamefulness: defining gamification;Deterding;In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments,2011

5. Instructional Media and Technologies for learning;Heinich,2002

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