Use of Videogames and Knowledge of Gamification in University Students
Author:
Affiliation:
1. Universidad Nacional de San Agustín de Arequipa, Peru
2. Universidad de Huelva, Spain
Publisher
ACM
Link
https://dl.acm.org/doi/pdf/10.1145/3486011.3486436
Reference20 articles.
1. María Begoña Alfageme González and Pedro Sánchez Rodríguez. 2003. Un Instrumento para evaluar el uso y las actitudes hacia los videojuegos. Pixel-Bit. Revista de Medios y Educación 20 (2003) 17–32. Retrieved from https://idus.us.es/xmlui/handle/11441/45556 María Begoña Alfageme González and Pedro Sánchez Rodríguez. 2003. Un Instrumento para evaluar el uso y las actitudes hacia los videojuegos. Pixel-Bit. Revista de Medios y Educación 20 (2003) 17–32. Retrieved from https://idus.us.es/xmlui/handle/11441/45556
2. The impact of digital practices on the perception of risks and benefits of digital gaming
3. Theoretical assumptions for the gamification in the higher education;Ardila-Muñoz Jimmy Yordany;Magis,2019
4. Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts
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