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Experience Analysis for the Use of Desafiate Serious Game for the Self-assessment of Students.
Federico Héctor Archuby
Cecilia Veronica Sanz
Patricia Pesado
Published in:
CACIC (2019)
Keyphrases
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serious games
learning environment
learning experience
communication skills
distance learning
high school students
machine learning
e learning
metadata
virtual environment
game play
science education
digital games