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: | , , , , |
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| Natura: | Artigo |
| Lingua: | Inglês |
| Pubblicazione: |
Frontiers Media S.A.
2024-03-01
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| Serie: | Frontiers in Psychology |
| Soggetti: | |
| Accesso online: | https://www.frontiersin.org/articles/10.3389/fpsyg.2024.1370084/full |
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