Social gaming platforms and the gamification of education and learning
dc.contributor.author | Neittaanmäki, Pekka | |
dc.contributor.author | Galeieva, Elmira | |
dc.contributor.author | Ogbechie, Anthony | |
dc.date.accessioned | 2017-08-01T07:36:38Z | |
dc.date.available | 2017-08-01T07:36:38Z | |
dc.date.issued | 2016 | |
dc.identifier.isbn | 978-951-39-6931-8 | |
dc.identifier.other | oai:jykdok.linneanet.fi:1705442 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/54961 | |
dc.format.extent | 1 verkkoaineisto (70 sivua) | |
dc.format.mimetype | application/pdf | |
dc.language.iso | eng | |
dc.publisher | Jyväskylän yliopisto | |
dc.relation.ispartofseries | Informaatioteknologian tiedekunnan julkaisuja / Jyväskylän yliopisto | |
dc.rights | In Copyright | |
dc.title | Social gaming platforms and the gamification of education and learning | |
dc.type | book | |
dc.identifier.urn | URN:ISBN:978-951-39-6931-8 | |
dc.type.coar | http://purl.org/coar/resource_type/c_2f33 | |
dc.relation.issn | 2323-5004 | |
dc.relation.numberinseries | no. 2016, 30 | |
dc.rights.accesslevel | openAccess | |
dc.type.publication | book | |
dc.subject.yso | digitaaliset pelit | |
dc.subject.yso | Pokémon Go (peli) | |
dc.subject.yso | sosiaalisuus | |
dc.subject.yso | pelillistäminen | |
dc.subject.yso | koulutus | |
dc.subject.yso | oppiminen | |
dc.format.content | fulltext | |
dc.rights.url | https://rightsstatements.org/page/InC/1.0/ |