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Using Digital Tools for Gamification in Schools.

Ana VrceljNatasa Hoic-BozicMartina Holenko Dlab
Published in: MIPRO (2021)
Keyphrases
  • digital technologies
  • user friendly
  • software tools
  • educational settings
  • end users
  • high school
  • professional development
  • serious games
  • digital media
  • neural network
  • decision support