Fonte: Anais. Nome do evento: Congresso Brasileiro de Informática na Educação - CBIE. Unidade: ICMC
Assuntos: COMPUTADOR NO ENSINO, JOGOS EDUCATIVOS, JOGOS ELETRÔNICOS
ABNT
TODA, Armando Maciel et al. For whom should we gamify?: Insights on the users' intentions and context towards gamification in education. 2020, Anais.. Porto Alegre: SBC, 2020. Disponível em: https://doi.org/10.5753/cbie.sbie.2020.471. Acesso em: 28 ago. 2024.APA
Toda, A. M., Pereira, F. D., Klock, A. C. T., Santos, W. O. dos, Palomino, P. T., Rodrigues, L. A. L., et al. (2020). For whom should we gamify?: Insights on the users' intentions and context towards gamification in education. In Anais. Porto Alegre: SBC. doi:10.5753/cbie.sbie.2020.471NLM
Toda AM, Pereira FD, Klock ACT, Santos WO dos, Palomino PT, Rodrigues LAL, Oliveira EHT de, Gasparini I, Cristea AI, Isotani S. For whom should we gamify?: Insights on the users' intentions and context towards gamification in education [Internet]. Anais. 2020 ;[citado 2024 ago. 28 ] Available from: https://doi.org/10.5753/cbie.sbie.2020.471Vancouver
Toda AM, Pereira FD, Klock ACT, Santos WO dos, Palomino PT, Rodrigues LAL, Oliveira EHT de, Gasparini I, Cristea AI, Isotani S. For whom should we gamify?: Insights on the users' intentions and context towards gamification in education [Internet]. Anais. 2020 ;[citado 2024 ago. 28 ] Available from: https://doi.org/10.5753/cbie.sbie.2020.471