9.2 Serious games and gamification – Teaching in a Digital Age

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9.2 Serious games and gamification – Teaching in a Digital Age
9.2 Serious games and gamification – Teaching in a Digital Age: Third Edition – General
9.2 Serious games and gamification – Teaching in a Digital Age
Therapeutic use of serious games in mental health: scoping review, BJPsych Open
9.2 Serious games and gamification – Teaching in a Digital Age
Gamification, Serious Games and Simulations
9.2 Serious games and gamification – Teaching in a Digital Age
8.7.a Emerging technologies: serious games and gamification – Teaching in a Digital Age – Second Edition
9.2 Serious games and gamification – Teaching in a Digital Age
Serious games: current uses and emergent trends
9.2 Serious games and gamification – Teaching in a Digital Age
6.4 Managing content – Teaching in a Digital Age: Third Edition – General
9.2 Serious games and gamification – Teaching in a Digital Age
Healthcare Gamification Market Report 2023: Sector is Expected to Reach $15.9 Billion by 2030 at a CAGR of 22.6%
9.2 Serious games and gamification – Teaching in a Digital Age
Sustainability, Free Full-Text
9.2 Serious games and gamification – Teaching in a Digital Age
Learning Experience Journey Using Gamification & Serious Games - Ahmed Hossam, Gamification Consultant, Gamfed/Gampact
9.2 Serious games and gamification – Teaching in a Digital Age
Serious Game Market Strategic Insights 2023-2031 with Top Players Cisco, IBM, Serious Game International, CCS
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