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Game-Based Learning for Learners With Disabilities-What Is Next? A Systematic Literature Review From the Activity Theory Perspective
(Frontiers in psychology, 2022)
The design, implementation, and outcome of game-based learning for learners with disabilities have not been sufficiently examined systematically. Particularly, learner-based and contextual factors, as well as the essential ...
Training on Social Economy Entrepreneurship: Social PlaNet
(Journal of Information Technology Research, 2020-07)
Social PlaNet is a gamified learning platform to train social economy entrepreneurship, which has been developed in the Social Seducement Erasmus+ project. The main aim of this project is offering a labour option to long-term ...
Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators
(Frontiers in Psychology, 2022)
Open Education (OE) opens up learning opportunities to, potentially, every person in the world. Additionally, it allows teachers, researchers, and practitioners to find, share, reuse, and improve existing resources under ...
Social interaction and gamification with youth at risk of social exclusion: The technological approach of the Keystone project
(Entertainment Computing, 2022-08)
This paper presents the Keystone project, which proposes a multidisciplinary approach to improve the opportunities of young people at risk of social exclusion. The focus of the paper is the technological approach built ...