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Gamification in the classroom: Kahoot! As a tool for university teaching innovation

ObjectivesThe purpose of this study has been to evaluate the use of gamification in the classroom, in terms of its effects on attention, concentration, creativity, and generic capabilities, for university students enrolled in a Bachelor’s degree program in Physiotherapy.MethodsAn experimental design...

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Bibliografiske detaljer
Principais autores: Agustín Aibar-Almazán, Yolanda Castellote-Caballero, María del Carmen Carcelén-Fraile, Yulieth Rivas-Campo, Ana María González-Martín
Format: Artigo
Sprog:Inglês
Udgivet: Frontiers Media S.A. 2024-03-01
Serier:Frontiers in Psychology
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Online adgang:https://www.frontiersin.org/articles/10.3389/fpsyg.2024.1370084/full
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