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*International Journal on Interaction Design & Architecture(s) - IxD&A*
*https://doi.org/10.55612/s-5002-000
*established in 2005
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implements also video presentations of the published contributions.
SRJ 2021 = 0.353 (Q1: Architecture/Design; Q2: Social Science, Media
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*Special issue N. 53
*on:*
Gamification of the Learning Process**
*/guest editors: Davide Carneiro, Pilar Cáceres, Mariana Reimão Carvalho
/
is now available for free downloading
https://doi.org/10.55612/s-5002-053
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*IxD&A Journal, issue N. 53 - ToC*/**
**/
**/Preface to the special issue on/
*Gamification of the Learning Process
*/Davide Carneiro, Pilar Cáceres, Mariana Reimão Carvalho/*
*/p. 5 - 6/*
*/William Reyes Cabrera, Jesús Pinto Sosa, Ricardo Hernández-Dzib
/*The construction and validation of a Questionnaire of Gamification
Skills in Teachers (QGST)*/, pp. 7 - 26,
Chinonye Leuna Obioha, Izak van Zyl
/*Gameful design for skills development for youths in urban marginalised
communities*/, pp. 27 - 50,
Eduardo Nunes, Bruno Gavaia, Rui Rodrigues, Luís Sampaio, Raquel Silva
/*Liber Domus: Development of a Prototype RPG for 6th Grade Mathematics
and Science Learning*/, pp. 51 - 69,
Eva Mårell-Olsson
/*Teachers’ Perception of Gamification as a Teaching Design*/, pp. 70 -
100,
Steven Tanimoto
/*Three Tiers of Gamification in a College Course on Problem Solving for
Global Challenges*/, pp. 101 - 127,
Pedro Beça, Mónica Aresta, Rita Santos, Ana Isabel Veloso, Gonçalo Gomes
/*Students as Game Creators. Easing the game construction process by
using a toolkit to game design*/, pp. 128 - 143,
Amuthageetha Nagarajan, Arkendu Sen
/*Can Bloom's Higher Order Thinking skills be achieved by Gamified
Learning through Social Networking Site (SNS) like Facebook?*/, pp. 144
- 160,
Stavros A. Nikou, Anastasios A. Economides, Andromachi Boikou
/*Business simulation games: impact on SOLO taxonomy learning outcomes,
learning performance and teamwork competency*/, pp. 161 - 175,
Carmen Llorente, Antonio Palacios Rodriguez, Victoria Fernàndez Scagliusi
/*Learning landscapes and educational Breakout for the development of
digital skills of teachers in training*/, pp. 176 - 190,
Fábio Silva, João Ramos, Cesar Analide
/*Applications of Virtual and Augmented Reality for Practical
Application Learning with Gamification Elements*/, pp. 191 - 212,
José Manuel Sáez-López, Esteban Vázquez-Cano, Javier Fombona, Eloy
López-Meneses
/*Gamification and gaming proposals, teachers’ perceptions and practices
in Primary Education*/, pp. 213 - 229,
/
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