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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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Autori principali: Agustín Aibar-Almazán, Yolanda Castellote-Caballero, María del Carmen Carcelén-Fraile, Yulieth Rivas-Campo, Ana María González-Martín
Natura: Artigo
Lingua:Inglês
Pubblicazione: Frontiers Media S.A. 2024-03-01
Serie:Frontiers in Psychology
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Accesso online:https://www.frontiersin.org/articles/10.3389/fpsyg.2024.1370084/full
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