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EmoTIC: Impact of a game-based social-emotional programme on adolescents
INTRODUCTION: Technologies provide a brilliant opportunity to promote social-emotional competences, well-being and adjustment in adolescence. Game-based programmes and serious games are digital tools that pursue an educational goal in an attractive environment for adolescents. The purpose of this st...
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| 出版年: | PLoS One |
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| 主要な著者: | , , , , |
| フォーマット: | Artigo |
| 言語: | Inglês |
| 出版事項: |
Public Library of Science
2021
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| 主題: | |
| オンライン・アクセス: | https://ncbi.nlm.nih.gov/pmc/articles/PMC8051799/ https://ncbi.nlm.nih.gov/pubmed/33861813 https://ncbi.nlm.nih.govhttp://dx.doi.org/10.1371/journal.pone.0250384 |
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