The use of gamification in education: a bibliometric and text mining analysis.

The use of games in education represents a promising tool to motivate and engage students in their learning process. Most of previous research on the topic has focused to develop theoretical frameworks or to conduct experiments as a means to analyse learning outcomes such as knowledge retention, pro...

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Detalles Bibliográficos
Publicado en:Journal of Computer Assisted Learning Vol. 32; no. 6; pp. 663 - 677
Autores principales: Martí‐Parreño, J., Méndez‐Ibáñez, E., Alonso‐Arroyo, A.
Formato: research tables/charts Journal Article
Publicado: Wiley-Blackwell Dec2016
Acceso en línea:Ver este registro en EBSCOhost