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...
| Publicado en: | Journal of Computer Assisted Learning Vol. 37; no. 4; pp. 994 - 1015 |
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| Autores principales: | , , , |
| Formato: | algorithm pictorial research tables/charts randomized controlled trial Journal Article |
| Publicado: |
Wiley-Blackwell
Aug2021
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| Acceso en línea: | Ver este registro en EBSCOhost |