A three‐step model for the gamification of training and automaticity acquisition.

Training design for automatic skills has a vast domain of application, such as education, physical and cognitive rehabilitation, as well as sports, arts and professional training. Gamification concept used in technology‐assisted training has the potential to increase motivation, engagement and adher...

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Detalles Bibliográficos
Publicado en:Journal of Computer Assisted Learning Vol. 37; no. 4; pp. 994 - 1015
Autores principales: Jamshidifarsani, Hossein, Tamayo‐Serrano, Paul, Garbaya, Samir, Lim, Theodore
Formato: algorithm pictorial research tables/charts randomized controlled trial Journal Article
Publicado: Wiley-Blackwell Aug2021
Acceso en línea:Ver este registro en EBSCOhost