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[null,"1.","Record Nr.",null,"UNINA990006566280403321"]
[null,null,"Autore",null,"Gulli Pecenko, Dora"]
[null,null,"Titolo",null,"Bobliografia dei periodici del periodo fascista 1922-1945 posseduti dalla biblioteca della Camera dei Deputati / diDora Gulli Pecenko, Laura Nasi Zitelli ; introduzione di Renzo De Felice"]
[null,null,"Pubbl/distr/stampa",null,"Roma : Camera dei Deputati.SegreteriaGenerale. Ufficio Stampa e Pubblicazioni, 1983"]
[null,null,"Descrizione fisica",null,"269 p. ; 24 cm"]
[null,null,"Locazione",null,"FSPBC"]
[null,null,"Collocazione",null,"XXX COD. 492"]
[null,null,"Lingua di pubblicazione",null,"Italiano"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,"2.","Record Nr.",null,"UNINA9910566460103321"]
[null,null,"Autore",null,"Vaz de Carvalho Carlos"]
[null,null,"Titolo",null,"Game-Based Learning, Gamification in Education and Serious Games"]
[null,null,"Pubbl/distr/stampa",null,"Basel, : MDPI - Multidisciplinary Digital Publishing Institute, 2022"]
[null,null,"Descrizione fisica",null,"1 online resource (182 p.)"]
[null,null,"Soggetti",null,"Education"]
[{"$nulls":4},"Humanities"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Sommario/riassunto","The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be."]