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dc.creatorRamos, Daniela Karine
dc.date.accessioned2019-04-02T21:10:32Z
dc.date.available2019-04-02T21:10:32Z
dc.date.created2016-10-01
dc.identifier.urihttps://repository.unad.edu.co/handle/10596/24726
dc.description.abstractAbstractThis paper aims to discuss the use of electronic games in Distance Education by identifying contributions to learning and investigating how the adult audience interacts with the game. To this end, we conducted an exploratory study of qualitative aspa
dc.formatapplication/pdf
dc.language.isospa
dc.publisherLibros Universidad Nacional Abierta y a Distancia
dc.relationLibros Universidad Nacional Abierta y a Distancia; 2016: Aplicación de la Tecnología para la enseñanza de la matemática, Fisica, Química y Biología: Implementaciones Didácticas; 67-74
dc.relation.urihttp://hemeroteca.unad.edu.co/index.php/book/article/view/2655
dc.relation.urihttp://hemeroteca.unad.edu.co/index.php/book/article/view/2655/2763
dc.rightsCopyright (c) 2018 Libros Universidad Nacional Abierta y a Distancia
dc.rightshttp://creativecommons.org/licenses/by-nc-sa/4.0
dc.titleO USO DE JOGOS ELETRÔNICOS NA EDUCAÇÃO A DISTÂNCIA: CONTRIBUIÇÕES À APRENDIZAGEM
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typeChapter


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