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Game-Based Learning, Gamification in Education and Serious Games

dc.contributor.authorVaz de Carvalho, Carlos
dc.contributor.authorCoelho, António
dc.date.accessioned2022-03-17T11:04:58Z
dc.date.available2022-03-17T11:04:58Z
dc.date.issued2022-03
dc.description.abstractVideo games have become one of the predominant forms of entertainment in our society, but they have also impacted many other of its social and cultural aspects. The new forms of interaction and communication in online multiplayer games, the millions of viewers of professional e-sports competitions, the huge following of gaming streamers through channels such as Twitch, and the communities of players that are formed around a specific title are just some examples of the impact of games in everyday life today.[...]pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.doi10.3390/computers11030036pt_PT
dc.identifier.issn2073-431X
dc.identifier.urihttp://hdl.handle.net/10400.22/20278
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherMDPIpt_PT
dc.relation.publisherversionhttps://www.mdpi.com/2073-431X/11/3/36pt_PT
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/pt_PT
dc.subjectGame-Based Learningpt_PT
dc.subjectGamification in Educationpt_PT
dc.subjectMultiplayer gamespt_PT
dc.subjectSerious Gamespt_PT
dc.subjectLearning processpt_PT
dc.titleGame-Based Learning, Gamification in Education and Serious Gamespt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.citation.issue3pt_PT
oaire.citation.titleComputerspt_PT
oaire.citation.volume11pt_PT
person.familyNameVaz de Carvalho
person.givenNameCarlos
person.identifier538876
person.identifier.ciencia-idB611-10A4-F4D1
person.identifier.orcid0000-0001-6587-5893
person.identifier.scopus-author-id14632817100
rcaap.rightsopenAccesspt_PT
rcaap.typearticlept_PT
relation.isAuthorOfPublicatione260e066-28c8-426c-b338-ac8bde9d56e8
relation.isAuthorOfPublication.latestForDiscoverye260e066-28c8-426c-b338-ac8bde9d56e8

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