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Media technologies and virtual practices in creative approaches to educational training of a social worker
13 references·0 citing·36 second hop
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References

  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2002The Language of New Media5,017 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2021Fourth Industrial Revolution1,569 cited
  • 1963Man, Play, and Games.1,310 cited
  • 1996The McDonaldization of society : an investigation into the changing character of contemporary social life673 cited
  • 2018Using Gamification for Supporting an Introductory Programming Course. The Case of ClassCraft in a Secondary Education Classroom106 cited
  • 2020Sustainability in Software Engineering Education: a case of general professional competencies95 cited
  • 2020Propaganda in an Age of Algorithmic Personalization: Expanding Literacy Research and Practice85 cited
  • 2020Evaluating the Learning Process: The “ThimelEdu” Educational Game Case Study78 cited
  • 2020Using game simulator Software Inc in the Software Engineering education66 cited
  • 2010The Birth of Tragedy, or Hellenism and Pessimism63 cited
  • 2004A Deeper Sense of Literacy33 cited

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