Gamethinking: a roadmap to a Design Thinking-based model for Game Development education
Fuente:
Redalyc
Guardado en:
| Autor principal: | Farley Fernandes |
|---|---|
| Formato: | Artículo científico |
| Lenguaje: | en |
| Publicado: |
Universidade Lusófona
2018
|
| Materias: | |
| Acceso en línea: | |
| Etiquetas: |
Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
|
Ejemplares similares
Learning Innovation in Elementary Schools to Enhance Student Learning Motivation
por: Siregar, Torang
Publicado: (2026)
por: Siregar, Torang
Publicado: (2026)
METHODOLOGY OF FORMING TECHNOLOGICAL THINKING IN STUDENTS (ON THE EXAMPLE OF 5TH GRADE)
por: Masalbekova, Shakhruzabonu
Publicado: (2026)
por: Masalbekova, Shakhruzabonu
Publicado: (2026)
MODERN PEDAGOGICAL TECHNOLOGIES IN THE ABSORPTION OF NATIONAL VALUES
por: Sattorova, Maftuna
Publicado: (2025)
por: Sattorova, Maftuna
Publicado: (2025)
Didactic-Pedagogical Approaches in e-Learning: Teaching Authorship, Multireferential Methodology, and Gamification
por: Ana Nobre
Publicado: (2020)
por: Ana Nobre
Publicado: (2020)
Virtual Escape Rooms: a gamification tool to enhance motivation in distance education
por: Juana María Padilla Piernas
Publicado: (2024)
por: Juana María Padilla Piernas
Publicado: (2024)
Gamification: Intervention Experience to Improve Motivation and Performance in Anatomy
por: Gabriela Urrejola-Contreras
Publicado: (2025)
por: Gabriela Urrejola-Contreras
Publicado: (2025)
CROSS-SECTIONAL COMPETENCES IN ENGINEERING: AN APPROACH FROM THE PRINCIPLES OF GAMIFICATION.
por: Martha Liliana Torres-Barreto
Publicado: (2021)
por: Martha Liliana Torres-Barreto
Publicado: (2021)
Revisión de modelos que integren Design Thinking en metodologías de Desarrollo Ágil
por: Dewitt Scott Chavez Ponce
Publicado: (2022)
por: Dewitt Scott Chavez Ponce
Publicado: (2022)
Validation of the OCPBL model for online collaborative project-based learning
por: Montse Guitert Catasús
Publicado: (2024)
por: Montse Guitert Catasús
Publicado: (2024)
The Use of Gamification as a Vehicle for Pedagogic Sharing and Teachers’ Professional Development
por: Richard Greaves
Publicado: (2023)
por: Richard Greaves
Publicado: (2023)
Chapter 37 A Systematic Literature Review of Game-based Learning and Gamification Research in Asia
por: So, Hyo- Jeong, et al.
Publicado: (2019)
por: So, Hyo- Jeong, et al.
Publicado: (2019)
Design Science Research for Computational Thinking in Constructionist Education: A Pragmatist Perspective
por: Vladimiras Dolgopolovas
Publicado: (2019)
por: Vladimiras Dolgopolovas
Publicado: (2019)
Project-based learning in virtual environments: a case study of a university teaching experience
por: Esther Márquez Lepe
Publicado: (2014)
por: Esther Márquez Lepe
Publicado: (2014)
Developing eLearning champions: a design thinking approach
por: Daniela Gachago
Publicado: (2017)
por: Daniela Gachago
Publicado: (2017)
MODERN TECHNOLOGIES OF TEACHING TO READ TEXTS IN ENGLISH
por: Dadabayev Zafar Zakirovich
Publicado: (2025)
por: Dadabayev Zafar Zakirovich
Publicado: (2025)
The impact of COVID-19 on the learning during the lockdown
por: Marta Hurtado-Martín
Publicado: (2023)
por: Marta Hurtado-Martín
Publicado: (2023)
Waterwise Phase 1 and Game Jam draft report
por: Watson, Paul
Publicado: (2026)
por: Watson, Paul
Publicado: (2026)
Chapter Promoting 21st century skills in Higher Education through collaboration and activities
por: SANSONE, NADIA, et al.
Publicado: (2022)
por: SANSONE, NADIA, et al.
Publicado: (2022)
The implementation of the Student Response System (SRS) Kahoot! In EFL classes and its effects on reading comprehension
por: Joe Adrián Narváez Paguay
Publicado: (2021)
por: Joe Adrián Narváez Paguay
Publicado: (2021)
Teachers’ Attitudes on the Development of Critical Thinking by Experiential Learning
por: Luka Pongračić
Publicado: (2021)
por: Luka Pongračić
Publicado: (2021)
Fostering Talk as Performance in an EFL Class Through the Critical Analysis of YouTubers’ Content
por: Yesika Aristizábal-Jiménez
Publicado: (2020)
por: Yesika Aristizábal-Jiménez
Publicado: (2020)
LEMMEX — an agile approach to service design consultancies
por: Helouíse Hellen de Godoi Viola
Publicado: (2021)
por: Helouíse Hellen de Godoi Viola
Publicado: (2021)
Increasing critical thinking awareness through the use of task based learning approach
por: Gladis Leonor Arias Rodríguez
Publicado: (2014)
por: Gladis Leonor Arias Rodríguez
Publicado: (2014)
Student-driven learning of professional skills in the support of interdisciplinary teamwork
por: Johnson, Coralie, et al.
Publicado: (2021)
por: Johnson, Coralie, et al.
Publicado: (2021)
Creative thinking enhancement through project-based learning in science: a meta-analytic review
por: Hasibuan, Molani Paulina, et al.
Publicado: (2025)
por: Hasibuan, Molani Paulina, et al.
Publicado: (2025)
Increasing EFL Learners’ Oral Production at a Public School Through Project-Based Learning
por: Ady Marcela Vaca Torres
Publicado: (2017)
por: Ady Marcela Vaca Torres
Publicado: (2017)
An analysis of the use of badges in the SAPO Campus platform: the perspective of communities’ administrators
por: Inês Araújo
Publicado: (2018)
por: Inês Araújo
Publicado: (2018)
Design thinking, cognição e educação no século XXI
por: Vilson Martins Filho
Publicado: (2015)
por: Vilson Martins Filho
Publicado: (2015)
Developing EFL Students’ Multimodal Communicative Competence Through Lady Whistledown’s Society Papers: A Teaching Proposal
por: Beatriz P. Rubio-López
Publicado: (2024)
por: Beatriz P. Rubio-López
Publicado: (2024)
AWARENESS OF THINKING AND FEELINGS AS A NATURAL PROCESS FOR EVERY LEARNER: IMPLICATIONS FOR GUIDANCE
por: Jorun Buli-Holmberg
Publicado: (2008)
por: Jorun Buli-Holmberg
Publicado: (2008)
Fostering EFL Preservice Teachers’ Academic Writing Skills Through Reflective Learning
por: Angélica Meza
Publicado: (2021)
por: Angélica Meza
Publicado: (2021)
A Language-in-Use Study of EFL Students' Social Discourses in Project-Based Learning
por: Ingrid Bello Vargas
Publicado: (2012)
por: Ingrid Bello Vargas
Publicado: (2012)
AGILE TRANSFORMATION AND ITS INFLUENCE ON FARMACITY´S CULTURE: A STUDY FROM THE EMPLOYEES PERSPECTIVE
por: Fernando Troilo
Publicado: (2026)
por: Fernando Troilo
Publicado: (2026)
Business Intelligence Agility, Informing Agility and Organizational Agility: Research Agenda
por: Skyrius Rimvydas
Publicado: (2020)
por: Skyrius Rimvydas
Publicado: (2020)
Journal of Problem Based Learning in Higher Education
Publicado: (2013)
Publicado: (2013)
Emulation and remote experimentation as support resources in a PBL approach for control systems
por: Liliana Fernández-Samacá
Publicado: (2010)
por: Liliana Fernández-Samacá
Publicado: (2010)
GAMIFYING LITERACY: USABILITY AND READING EXPERIENCE IN THE GRAPHOGAME APP
por: Santos, Adriana Cavalcanti dos, et al.
Publicado: (2022)
por: Santos, Adriana Cavalcanti dos, et al.
Publicado: (2022)
Designing a Conceptual Framework for Knowledge Governance in Project-Based Organizations
por: Boghrati, Foad, et al.
Publicado: (2019)
por: Boghrati, Foad, et al.
Publicado: (2019)
OntoAgile: an ontology for agile software development processes
por: Wilson Alfredo Ortega-Ordoñez
Publicado: (2019)
por: Wilson Alfredo Ortega-Ordoñez
Publicado: (2019)
Creative Coding and Intercultural Projects in Higher Education: a Case Study in Three Universities
por: José-Manuel Sáez López
Publicado: (2016)
por: José-Manuel Sáez López
Publicado: (2016)
Ejemplares similares
-
Learning Innovation in Elementary Schools to Enhance Student Learning Motivation
por: Siregar, Torang
Publicado: (2026) -
METHODOLOGY OF FORMING TECHNOLOGICAL THINKING IN STUDENTS (ON THE EXAMPLE OF 5TH GRADE)
por: Masalbekova, Shakhruzabonu
Publicado: (2026) -
MODERN PEDAGOGICAL TECHNOLOGIES IN THE ABSORPTION OF NATIONAL VALUES
por: Sattorova, Maftuna
Publicado: (2025) -
Didactic-Pedagogical Approaches in e-Learning: Teaching Authorship, Multireferential Methodology, and Gamification
por: Ana Nobre
Publicado: (2020) -
Virtual Escape Rooms: a gamification tool to enhance motivation in distance education
por: Juana María Padilla Piernas
Publicado: (2024)