共 50 条
- [1] Training with videogames for improving sustained attention in children with a high risk of learning disorders EDUCAR, 2022, 58 (01): : 173 - 188
- [3] VIDEOGAMES AND THEOCENTRISM: BIBLICAL HISTORY THROUGH VIDEOGAMES. LEFT BEHIND: ETERNAL FORCES CASE STUDY REVISTA INCLUSIONES, 2020, 7 : 181 - 205
- [4] Videogames in teaching/learning Physics A case study with "Portal 2" 2018 13TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI), 2018,
- [5] Outsider: a Case Study of the Journey from Design to Meaning in Videogames 5TH INTERNATIONAL CONFERENCE ON ILLUSTRATION AND ANIMATION (CONFIA 2017), 2017, : 523 - 530
- [6] Beyond Educational Videogames to Educational Systems-That-Incorporate Videogames: A Case Study of a System for Learning about Energy PROCEEDINGS OF THE 50TH ANNUAL HAWAII INTERNATIONAL CONFERENCE ON SYSTEM SCIENCES, 2017, : 1623 - 1631
- [8] Videogames as Technopolitical Device. The case study of "Games Of The Commons (Goods)" REVISTA ICONO 14-REVISTA CIENTIFICA DE COMUNICACION Y TECNOLOGIAS, 2018, 16 (01): : 212 - 237
- [10] IMPROVING THE PERFORMANCE OF WEB SERVERS FOR EDUCATIONAL MULTIPLAYER SERIOUS VIDEOGAMES EDULEARN16: 8TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2016, : 8000 - 8010