共 50 条
- [1] The use of the Serious Game for scientific dissemination: The BubbleMumble case study [J]. Mondo Digitale, 2021, 20 (92):
- [2] DEVELOPING A SERIOUS GAME FOR TEACHING HISTORY IN SECONDARY SCHOOLS [J]. DISCO 2021: ACTIVE LEARNING IN DIGITAL ERA, 2021, : 165 - 173
- [4] MATHEMATICAL TALENT OF STUDENTS IN SCIENTIFIC SECONDARY SCHOOLS AND CLASSICAL SECONDARY SCHOOLS [J]. SCHULE AND PSYCHOLOGIE, 1969, 16 (06): : 161 - 168
- [5] The dissemination of scientific information in government schools as a factor of social innovation [J]. ATOZ-NOVAS PRATICAS EM INFORMACAO E CONHECIMENTO, 2020, 9 (01): : 85 - 93
- [6] Using a Serious Game in public schools for training fire evacuation procedures [J]. INTERNATIONAL JOURNAL OF SERIOUS GAMES, 2022, 9 (03): : 125 - 139
- [8] Science communication in video games: a case study of the game as a resource for scientific dissemination [J]. DOCUMENTACION DE LAS CIENCIAS DE LA INFORMACION, 2023, 46 (01): : 57 - 65
- [9] The dissemination of scientific information as a guarantee of the legitimacy of the results of clinical trials [J]. RDBCI-REVISTA DIGITAL DE BIBLIOTECONOMIA E CIENCIA DA INFORMACAO, 2020, 18