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dc.contributorUniversitat Ramon Llull. La Salle
dc.contributor.authorVillegas Portero, Eva
dc.contributor.authorLabrador Ruiz de la Hermosa, Emiliano
dc.date.accessioned2021-06-09T20:26:15Z
dc.date.accessioned2023-07-13T09:53:11Z
dc.date.available2021-06-09T20:26:15Z
dc.date.available2023-07-13T09:53:11Z
dc.date.created2014
dc.date.issued2014
dc.identifier.urihttp://hdl.handle.net/20.500.14342/2976
dc.description.abstractThe work described below forms is part of a project based on the application of gamification techniques in a first-year course of the Degree in Multimedia Engineering at La Salle-Universitat Ramon Llull. The work discusses the advantages of the applying of immersive gamification techniques in the acquisition of role-based learning. The project begins with the analysis of data collected during the years 11/12, analysis of data and student opinion collected during the years 12/13 and the analysis of data and student opinion collected throughout the years 13/14. Gamification methodology was applied any during the current year.eng
dc.format.extent3 p.cat
dc.language.isoengcat
dc.publisher7th International Conference on Game and Entertainment Technologies, Lisbon, 15-19 of July, 2014cat
dc.rights© IADIS - International Association for Development of the Information Society. Tots els drets reservats
dc.sourceRECERCAT (Dipòsit de la Recerca de Catalunya)
dc.subject.otherVideojocs -- Innovacions tecnològiquescat
dc.subject.otherEnsenyament universitari -- Innovacions tecnològiquescat
dc.titleImmersive Gamification for the studentcat
dc.typeinfo:eu-repo/semantics/conferenceObjectcat
dc.rights.accessLevelinfo:eu-repo/semantics/openAccess
dc.embargo.termscapcat
dc.subject.udc004
dc.subject.udc62


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