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MeDHiME Methodology: potentiation of ova designs for learning
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Influence of virtual reality and augmented reality on mental health
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Gamification and motivation: an analysis of its impact on corporate learning
Scholarly Output on Computer Networks and Communication: A Ten-Year Bibliometric Analysis in Scopus (2013-2022)
Gamification in personal health management: a focus on mobile apps
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Applications of augmented reality technology in design process
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, Aaron Samuel Bracho Mosquera
, José Gregorio Mora Barajas
, Amarelys Román Mireles
, Aida Maygualida Rodríguez Álvarez
, César Arturo Carbache Mora
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, Bertha Silvana Vera Barrios
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Epilepsy Web, a tool for learning content related to epilepsy in pediatrics
Fidel Jesús Moreno Cubela
, Niurka María Escalona Zaldivar
, Yordanis Figueredo Torres
, Katherine de la Caridad Garrido Benítez
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, Nabia Isabel Vegas Torres
Students’ Attitudes and Experiences with ChatGPT as a Reference Service Tool in a Nigerian University: A Comprehensive Analysis of User Perceptions
Neurodevelopment and stimuli: keys to a healthy childhood
Bodies on screen: the impact of social networks on body image and mental health
Playful exercise focused on microeconomics, applying gamification: “Rompeconomía”
Nathalia Carolina Gómez Sanguino, Silvia Alejandra Rivera Salamanca, Martha Liliana Torres Barreto
Gamified recreational exercise focused on Markov Chains
Margarita María Castellanos Flórez
, Paula Andrea Duarte Amado
, Luisa Fernanda Moreno Galvis
Gamified exercise focused on marketing principles and marketing mix: Marketing Game
Margarita María Castellanos Flórez
, Danna Valentina Aparicio Muñoz
, Ana Carolina Martínez Sicachá
, Martha Liliana Torres Barreto
Gamified Exercise for the Appropriation of Concepts in Occupational Health and Safety
Juan Camilo González García
, Paula Andrea León Cárdenas
, Margarita María Castellanos Flórez
, Martha Liliana Torres Barreto
Design and implementation of a Game-Based Activity to promote Learning of Prompt Engineering
Carlos Felipe Ardila Otero
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