Galugarin Unibersidad:A University Exploration Game

Author:

Fuentes Gloren S.1ORCID,De Goma Joel C.1ORCID,Tadique John David N.1ORCID,Varela Kurt Neil P.1ORCID,Balingao Alexander Angeles A.1ORCID

Affiliation:

1. School of IT, Mapua University, Philippines

Publisher

ACM

Reference8 articles.

1. Weimin Toh and David Kirschner. 2020. Self-directed learning in video games, affordances and pedagogical implications for teaching and learning. (May 2020). Retrieved July 31, 2021, from https://www.sciencedirect.com/science/article/ab s/pii/S0360131520301111?via%3Dihub

2. Kasper Welbers, Elly A. Konijn, Christian Burgers, Anna Bij de Vaate, Allison Eden, and Britta C. Brugman. 2019. Gamification as a tool for engaging student Learning: A field experiment with a gamified app - Kasper Welbers, elly A Konijn, Christian Burgers, Anna bij de Vaate, Allison Eden, Britta C BRUGMAN, 2019. (February 2019). Retrieved July 31, 2021, from https://journals.sagepub.com/doi/10.1177/20427 53018818342

3. Anat Shoshani, Shahar Braverman, and Galya Meirow. 2020. Video games and close relations: Attachment and empathy as predictors of children's and adolescents' video game social play and socio-emotional functioning. (September 2020). Retrieved July 31, 2021, from https://www.sciencedirect.com/science/article/ab s/pii/S0747563220303265?via%3Dihub

4. : Introducing educational games in the learning process

5. Gordon and Alice Kaplan. 1969. Games for GROWTH; educational games in the classroom. (November 1969). Retrieved July 31, 2021 from https://eric.ed.gov/?id=ED058715

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