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Part I: From Building Blocks to Augmented Reality Glasses
Technologies for Gaming
The Metaverse: Changing the Landscape of Media Education
Application of Phygital Games at the University in the Context of Digitalization
An EON-XR Augmented Reality Application for Motivation Stimulation and Vocabulary Training of Master's Degree Students Majoring in Civil Engineering
Game Technologies and High-Fidelity Patient Simulation in the field of Psychology and Medicine
Video Games in Teaching Audiovisual Translation to University Students
Development of a Play and Program Mobile Application Based on the Gamification Methodology
Experience of Non-linguistics Students Creating Online Games on Foreign Language Grammar
Part II: Games in Various Educational Environments
Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas
The Phenomenon of "Social Responsibility" as a Construct of the Humanitarian Educational Ecosystem for the Training of Future Engineers: Perspectives, Forms, Approaches
The Use of Gamification Elements for the Development of Creativity in Engineering
Designing Tabletop Games for Individuals with Disabilities through Student Project activity
Computer Games and Literary Education: Opportunities and Limitations
A Gamification Conceptual Framework for Marketing Courses
The Formative Role of "Model UN" in the Development of the Professional Personality of Diplomats
Unlocking the Power of Gamification: Evaluating the Efficacy of Wizer.me in EFL Vocabulary Acquisition
Assessment of the Creative Freedom of Students Trained in the Acting Technique "Demidov Etudes"
The Development of Ethno-Cultural Empathy within a Multicultural Educational Environment: Peculiarities and Role-Playing Experiences
Moot Court Competition in a Foreign Language : Developing Professional Competencies through a Business Game
Gaming Technologies in the Formation of Legal Students' Professional Competencies: Moot Courts
Technologies for Innovative Potential Development of University Students majoring in Engineering
Gamification in Teaching Foreign Languages to Economics Students: A Case Study
Visual Novels as a Means of Business Communication Skills Development for Computer Science Students
WebQuest as a Means for Students' Soft Skills Development in Engineering Foreign Language Education
Problem-Based Role Plays in Teaching English to Students of Humanities
A Business Game Introduction into Foreign Language Training of Materials Science and Engineering Students
Gamification in Foreign Language Education: Development of Lexical Skills in Teaching a Second Foreign Language at the University
Gamified Communication as a Didactic tool for Mastering a Professionally Oriented Video Course in a Foreign Language
The use of role-playing games to develop the skills of constructive communication of healthcare professionals
The Use of Games in English Language Lessons as a Means of Communication.

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