PUBLICACIÓN

Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?

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Murillo-Zamorano L.R., Lopez Sanchez J.A., Godoy-Caballero A.L., Bueno Munoz C.

2021 International Journal of Educational Technology in Higher Education

Computer Science Applications (Q1), E-learning (Q1), Education (Q1)

JCR: 7.611

SJR: 2.102


CITAS

108

DOI

10.1186/s41239-021-00249-y

EID

2-s2.0-85102680983

ISSN

2365-9440

EISSN

2365-9440

BIBTEX

@article{Murillo_Zamorano_2021,doi = {10.1186/s41239-021-00249-y},url = {https://doi.org/10.1186%2Fs41239-021-00249-y},year = 2021,month = {mar},publisher = {Springer Science and Business Media {LLC}},volume = {18},number = {1},author = {Luis R. Murillo-Zamorano and Jos{\'{e}} {\'{A}}ngel L{\'{o}}pez S{\'{a}}nchez and Ana Luisa Godoy-Caballero and Carmen Bueno Mu{\~{n}}oz},title = {Gamification and active learning in higher education: is it possible to match digital society, academia and students{\textquotesingle} interests?},journal = {International Journal of Educational Technology in Higher Education}}


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