Books on the topic 'Digital gamification'
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Freyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Transcript, 2013.
Find full textDigital Games and Gamification in Education: Digital Games and Gamification in Education. ISTES Organization, 2023.
Find full textDowling, David O. The Gamification of Digital Journalism. Routledge, 2020. http://dx.doi.org/10.4324/9780429021701.
Full textDowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.
Find full textDowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.
Find full textDowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.
Find full textDowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.
Find full textL'immagine videoludica: Cinema e media digitali verso la gamification. Ipermedium libri, 2015.
Find full textFreyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Transcript Verlag, 2014.
Find full textJabbari, Nasser, and Peterson Mark. Digital Games in Language Learning: Case Studies and Applications. Routledge, 2022.
Find full textDigital Games in Language Learning: Case Studies and Applications. Routledge, 2022.
Find full textJabbari, Nasser, and Peterson Mark. Digital Games in Language Learning: Case Studies and Applications. Taylor & Francis Group, 2022.
Find full textJabbari, Nasser, and Peterson Mark. Digital Games in Language Learning: Case Studies and Applications. Taylor & Francis Group, 2022.
Find full textJabbari, Nasser, and Peterson Mark. Digital Games in Language Learning: Case Studies and Applications. Taylor & Francis Group, 2022.
Find full textMaturo, Antonio, and Veronica Moretti. Digital Health and the Gamification of Life: How Apps Can Promote a Positive Medicalization. Emerald Publishing Limited, 2018.
Find full textMaturo, Antonio, and Veronica Moretti. Digital Health and the Gamification of Life: How Apps Can Promote a Positive Medicalization. Emerald Publishing Limited, 2020.
Find full textMaturo, Antonio, and Veronica Moretti. Digital Health and the Gamification of Life: How Apps Can Promote a Positive Medicalization. Emerald Publishing Ltd, 2018.
Find full textMaturo, Antonio, and Veronica Moretti. Digital Health and the Gamification of Life: How Apps Can Promote a Positive Medicalization. Emerald Publishing Limited, 2018.
Find full textBeaven, Tita, and Fernando Rosell-Aguilar, eds. Innovative language pedagogy report. Research-publishing.net, 2021. http://dx.doi.org/10.14705/rpnet.2021.50.9782490057863.
Full textOliveira, 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.
Full textBecker, Wolfgang. Digitale Lernwelten - Serious Games und Gamification: Didaktik, Anwendungen und Erfahrungen in der Beruflichen Bildung. Springer Fachmedien Wiesbaden GmbH, 2021.
Find full textWindau, Andrea. Spielend Lernen. Lerntheoretische Aspekte Digitaler Medien Am Beispiel Von Classcraft Durch Gamification in der Schule. GRIN Verlag GmbH, 2018.
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