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1

Freyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Transcript, 2013.

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2

Digital Games and Gamification in Education: Digital Games and Gamification in Education. ISTES Organization, 2023.

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3

Dowling, David O. The Gamification of Digital Journalism. Routledge, 2020. http://dx.doi.org/10.4324/9780429021701.

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4

Dowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.

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5

Dowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.

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6

Dowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.

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7

Dowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.

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8

L'immagine videoludica: Cinema e media digitali verso la gamification. Ipermedium libri, 2015.

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9

Freyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Transcript Verlag, 2014.

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10

Jabbari, Nasser, and Peterson Mark. Digital Games in Language Learning: Case Studies and Applications. Routledge, 2022.

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11

Digital Games in Language Learning: Case Studies and Applications. Routledge, 2022.

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12

Jabbari, Nasser, and Peterson Mark. Digital Games in Language Learning: Case Studies and Applications. Taylor & Francis Group, 2022.

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13

Jabbari, Nasser, and Peterson Mark. Digital Games in Language Learning: Case Studies and Applications. Taylor & Francis Group, 2022.

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14

Jabbari, Nasser, and Peterson Mark. Digital Games in Language Learning: Case Studies and Applications. Taylor & Francis Group, 2022.

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15

Maturo, Antonio, and Veronica Moretti. Digital Health and the Gamification of Life: How Apps Can Promote a Positive Medicalization. Emerald Publishing Limited, 2018.

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16

Maturo, Antonio, and Veronica Moretti. Digital Health and the Gamification of Life: How Apps Can Promote a Positive Medicalization. Emerald Publishing Limited, 2020.

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17

Maturo, Antonio, and Veronica Moretti. Digital Health and the Gamification of Life: How Apps Can Promote a Positive Medicalization. Emerald Publishing Ltd, 2018.

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18

Maturo, Antonio, and Veronica Moretti. Digital Health and the Gamification of Life: How Apps Can Promote a Positive Medicalization. Emerald Publishing Limited, 2018.

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19

Beaven, Tita, and Fernando Rosell-Aguilar, eds. Innovative language pedagogy report. Research-publishing.net, 2021. http://dx.doi.org/10.14705/rpnet.2021.50.9782490057863.

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The Innovative Language Pedagogy Report presents new and emerging approaches to language teaching, learning, and assessment in school, further education, and higher education settings. Researchers and practitioners provide 22 research-informed, short articles on their chosen pedagogy, with examples and resources. The report is jargon-free, written in a readable format, and covers, among others, gamification, open badges, comparative judgement, translanguaging, translation, learning without a teacher, and dialogue facilitation. It also includes technologies such as chatbots, augmented reality,
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20

Oliveira, Eduardo Gasperoni de, Fernanda Pereira da Silva, Monica Roberta Devai Dias, et al. Cultura digital no contexto educacional: Um olhar entre tendências e desafios para o século XXI. Brazil Publishing, 2021. http://dx.doi.org/10.31012/978-65-5861-399-2.

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Digital Culture is conceived as all kinds of knowledge, habits, values and skills acquired by human beings that are built and shared in the digital environment. In this sense, the collection Digital Culture in the Educational Context: a view between trends and challenges for the 21st century brings relevant theoretical and empirical notes around what the National Common Curricular Base – BNCC – whose competence is to stimulate the critical use of technological resources, inserting both educators and students in pedagogical practices in order to learn and dominate the digital universe. The firs
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21

Becker, Wolfgang. Digitale Lernwelten - Serious Games und Gamification: Didaktik, Anwendungen und Erfahrungen in der Beruflichen Bildung. Springer Fachmedien Wiesbaden GmbH, 2021.

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22

Windau, Andrea. Spielend Lernen. Lerntheoretische Aspekte Digitaler Medien Am Beispiel Von Classcraft Durch Gamification in der Schule. GRIN Verlag GmbH, 2018.

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