Use of Gamification in the Educational Program DigiCraft

  1. Casillas-Martín, S.
  2. Cabezas-González, M.
  3. García-Valcárcel Muñoz-Repiso, A.
Liburu bilduma:
EAI/Springer Innovations in Communication and Computing

ISSN: 2522-8609 2522-8595

Argitalpen urtea: 2023

Orrialdeak: 191-204

Mota: Liburuko kapitulua

DOI: 10.1007/978-3-031-17960-0_9 GOOGLE SCHOLAR