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El uso de juegos digitales en las clases de Matemática: Una revisión sistemática de la literatura
13 references·0 citing·43 second hop
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(2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The Impact of Serious Games on Learning in Primary Education: A Systematic Literature Review (2023)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)Post-traumatic stress in healthcare workers during the COVID-19 pandemic: A systematic review and meta-analysis (2022)Understanding Social Media Literacy: A Systematic Review of the Concept and Its Competences (2022)Effective leadership and communication strategies in disadvantaged contexts in the digital age (2023)A theory of human motivation. (1943)From game design elements to gamefulness (2011)The Discovery of Grounded Theory (2017)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)City Ville: collaborative game play, communication and skill development in social networks (2014)El uso de los videojuegos como herramienta didáctica para mejorar la enseñanza-aprendizaje: una revisión del estado del tema (2017)Investigación con videojuegos en educación. Una revisión sistemática de la literatura de 2015 a 2020 (2022)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)The onto-semiotic approach to research in mathematics education (2007)Play and Child Development (2014)
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References

  • 2021The PRISMA 2020 statement: an updated guideline for reporting systematic reviews119,202 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2021Declaración PRISMA 2020: una guía actualizada para la publicación de revisiones sistemáticas1,380 cited
  • 2000El desarrollo de los procesos psicológicos superiores1,314 cited
  • 2007Good Video Games and Good Learning1,124 cited
  • 2011Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010302 cited
  • 2001Videogames of the oppressed :videogames as a means for critical thinking and debate207 cited
  • 2021The impact of serious games in mathematics fluency: A study in Primary Education35 cited
  • 2012¿Qué aprendo con videojuegos? : una perspectiva de meta-aprendizaje del videojugador31 cited
  • 2022Didactic Strategy Mediated by Games in the Teaching of Mathematics in First-Year Engineering Students29 cited
  • 2020Proyectos educativos de gamificación por videojuegos: desarrollo del pensamiento numérico y razonamiento escolar en contextos vulnerables26 cited
  • 2021Serious Games in High School Mathematics Lessons: An Embedded Case Study in Europe25 cited
  • 2015Videogames: Multisensorial incentives for strengthening multiple intelligences in primary education23 cited

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