Please use this identifier to cite or link to this item: https://repository.unad.edu.co/handle/10596/24726
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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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