Читать книгу La educación digital en el ámbito universitario. Un enfoque 360 онлайн

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Borrás Gené, O., Martínez-Núñez, M., y Fidalgo-Blanco, A. (2016). New Challenges for the motivation and learning in engineering education using gamification in MOOC. International Journal of Engineering Education, 32(1), 501-512.

Castaño-Muñoz, J., Kreijns, K., Kalz, M., y Punie, Y. (2017). Does digital competence and occupational setting influence MOOC participation? Evidence from a cross-course survey. Journal of Computing in Higher Education, 29(1), 28-46.

Comisión Europea. (Ed.) (2019). The Digital Competence Framework 2.0, Bruselas, Bélgica. https://ec.europa.eu/jrc/en/digcomp/digital-competence-framework

Daniel, J. (2012). Making sense of MOOCs: Musings in a maze of myth, paradox and possibility. Journal of Interactive Media in Education, 3, 1-20.

Deterding, S., Dixon, D., Khaled, R., y Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification” [Conference]. Proc. 2011 Annu. Conf. Ext. Abstr. Hum. factors Comput. Syst. – CHI EA’11, Tampere, Finland, pp. 9-15.

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