Buscar
Mostrando ítems 1-5 de 5
PLAGER-VG: platform for managing educational multiplayer video games
(Multimedia Tools and Applications, 2018-01)
Information and communication technologies, in general, and multimedia systems, in particular, are currently incorporated into the learning processes with certain normality. Furthermore, the scientific community agrees ...
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 ...
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 ...
The changing landscape of mobile learning pedagogy: A systematic literature review
(Interactive learning environments, 2023)
With the rapid evolution of mobile technology, the adoption of mobile learning in education has also increased. Several studies have conducted various systematic literature reviews to discuss mobile learning from different ...