Hyper-Activity Books and Serious Games: How to Promote Experiential Learning beyond Distance
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- Thompson, Peter, 2010. "Learning by Doing," Handbook of the Economics of Innovation, in: Bronwyn H. Hall & Nathan Rosenberg (ed.), Handbook of the Economics of Innovation, edition 1, volume 1, chapter 0, pages 429-476, Elsevier.
- José-Antonio García-Martínez & Francisco-César Rosa-Napal & Isabel Romero-Tabeayo & Sara López-Calvo & Eduardo-José Fuentes-Abeledo, 2020. "Digital Tools and Personal Learning Environments: An Analysis in Higher Education," Sustainability, MDPI, vol. 12(19), pages 1-11, October.
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- Daniel Camuñas-García & María Pilar Cáceres-Reche & María de la Encarnación Cambil-Hernández, 2023. "Maximizing Engagement with Cultural Heritage through Video Games," Sustainability, MDPI, vol. 15(3), pages 1-15, January.
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Keywords
technology enhanced learning; learning materials; serious games; hybrid materials;All these keywords.
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