Preface for the Special Issue “Trends in Educational Gamification: Challenges and Learning Opportunities”
dc.contributor.author
dc.date.accessioned
2022-07-04T11:10:25Z
dc.date.available
2022-07-04T11:10:25Z
dc.date.issued
2022-03-04
dc.identifier.uri
dc.description.abstract
Readers of the journal Education Sciences probably agree that playing games comes naturally—we all know how to play some game—however, because of the complexity of gaming, it is almost exclusively limited to mammals with regard to all animals: almost 80% of mammals use some sort of game for learning
dc.format.mimetype
application/pdf
dc.language.iso
eng
dc.publisher
MDPI (Multidisciplinary Digital Publishing Institute)
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Reproducció digital del document publicat a: https://doi.org/10.3390/educsci12030179
dc.relation.ispartof
Education Sciences, 2022, vol. 12, núm. 3, p. 179;
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Articles publicats (D-DE)
dc.rights
Attribution 4.0 International
dc.rights.uri
dc.subject
dc.title
Preface for the Special Issue “Trends in Educational Gamification: Challenges and Learning Opportunities”
dc.type
info:eu-repo/semantics/article
dc.rights.accessRights
info:eu-repo/semantics/openAccess
dc.type.version
info:eu-repo/semantics/publishedVersion
dc.identifier.doi
dc.identifier.idgrec
035346
dc.type.peerreviewed
peer-reviewed
dc.identifier.eissn
2227-7102