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Gamification in the teaching of prevention measures for Covid-19.
Mayra I. G. Barrera
Daniela Benalcázar Chicaiza
Dra. Carolina San Lucas S
Published in:
EDUCON (2022)
Keyphrases
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learning environment
user experience
learning systems
online learning
higher education
distance learning
learning analytics
e learning
high school
educational technology
learning process
computer technology
quality measures
serious games
secondary school