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dc.contributor.authorSáenz Nuño, María Anaes-ES
dc.contributor.authorMontes Gan, María Victoriaes-ES
dc.contributor.authorMartín Carrasquilla, Olgaes-ES
dc.contributor.authorSalas Labayen, María Rosaes-ES
dc.contributor.authorPérez Mallada, Néstores-ES
dc.date.accessioned2025-09-26T16:56:40Z-
dc.date.available2025-09-26T16:56:40Z-
dc.identifier.urihttp://hdl.handle.net/11531/104958-
dc.description.abstractes-ES
dc.description.abstractThis work presents many gamification strategies such as Escape rooms, board games, online games, scavenger hunts, role-playing games, Augmented Reality, Virtual Reality, etc., as tools that activate personal and group skills, allow students to use their Standardization knowledge in contexts different from the usual ones , learn new aspects, bring participants closer to different realities, and provoke new learning experiences (Martínez, A.; Poyatos, M. and Fernández, M., 2018). All of this is done from an active, participatory, and playful perspective, which allows the acquisition of various competencies.en-GB
dc.format.mimetypeapplication/pdfes_ES
dc.language.isoen-GBes_ES
dc.rightses_ES
dc.rights.uries_ES
dc.titleGamification for Standardization: Interactive Educational Tools for Enhancing Learning Outcomeses_ES
dc.typeinfo:eu-repo/semantics/workingPaperes_ES
dc.description.versioninfo:eu-repo/semantics/draftes_ES
dc.rights.accessRightsinfo:eu-repo/semantics/restrictedAccesses_ES
dc.keywordses-ES
dc.keywordsGamification, standardization, active learning, experiential learningen-GB
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