2018 IEEE Global Engineering Education Conference (EDUCON) 2018
DOI: 10.1109/educon.2018.8363381
|View full text |Cite
|
Sign up to set email alerts
|

Gamification as a didactic strategy in a digital literancy: Case study for incacerated individuals

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2019
2019
2024
2024

Publication Types

Select...
1
1

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(1 citation statement)
references
References 9 publications
0
1
0
Order By: Relevance
“…Some have gone beyond rural and urban boundaries to reach other populations and increase digital literacy. Quinde et al (2018), for example, developed a piece of multimedia didactic material through gamification techniques for digital literacy of incarcerated individuals. They found that the appropriate use of ICTs and gamification contributed as a tool for digital literacy in imprisoned people and may facilitate their reintegration into society.…”
Section: Ecuadorian Contextmentioning
confidence: 99%
“…Some have gone beyond rural and urban boundaries to reach other populations and increase digital literacy. Quinde et al (2018), for example, developed a piece of multimedia didactic material through gamification techniques for digital literacy of incarcerated individuals. They found that the appropriate use of ICTs and gamification contributed as a tool for digital literacy in imprisoned people and may facilitate their reintegration into society.…”
Section: Ecuadorian Contextmentioning
confidence: 99%