Source: Educational Technology & Society. Unidade: ICMC
Subjects: JOGOS EDUCATIVOS, JOGOS ELETRÔNICOS, MOTIVAÇÃO DO ALUNO, ENSINO E APRENDIZAGEM
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TODA, Armando Maciel et al. How to gamify learning systems?: an experience report using the design sprint method and a taxonomy for gamification elements in education. Educational Technology & Society, v. 22, n. 3, p. 47-60, 2019Tradução . . Disponível em: https://www.jstor.org/stable/26896709. Acesso em: 02 set. 2024.APA
Toda, A. M., Palomino, P. T., Santos, W. O. dos, Rodrigues, L., Klock, A. C. T., Gasparini, I., et al. (2019). How to gamify learning systems?: an experience report using the design sprint method and a taxonomy for gamification elements in education. Educational Technology & Society, 22( 3), 47-60. Recuperado de https://www.jstor.org/stable/26896709NLM
Toda AM, Palomino PT, Santos WO dos, Rodrigues L, Klock ACT, Gasparini I, Cristea AI, Isotani S. How to gamify learning systems?: an experience report using the design sprint method and a taxonomy for gamification elements in education [Internet]. Educational Technology & Society. 2019 ; 22( 3): 47-60.[citado 2024 set. 02 ] Available from: https://www.jstor.org/stable/26896709Vancouver
Toda AM, Palomino PT, Santos WO dos, Rodrigues L, Klock ACT, Gasparini I, Cristea AI, Isotani S. How to gamify learning systems?: an experience report using the design sprint method and a taxonomy for gamification elements in education [Internet]. Educational Technology & Society. 2019 ; 22( 3): 47-60.[citado 2024 set. 02 ] Available from: https://www.jstor.org/stable/26896709