Netiquette_Handbook_DE

Dieses Projekt wurde mit Unterstützung der Europäischen Kommission finanziert. Die Verantwortung für den Inhalt dieser Veröffentlichung (Mitteilung) trägt allein der Verfasser; die Kommission haftet nicht für die weitere Verwendung der darin enthaltenen Angaben [Projektnummer: 2021-1-CZ01-KA220-ADU-000035241 Lencastre, J. A., Bento, M., & Magalhães, C. (2016). `MOBILE LEARNING: potencial de inovação pedagógica. In Tânia Maria Hetkowski & Maria Altina Ramos (orgs.)`, Tecnologias e processos inovadores na educação (pp. 159-176). Curitiba: Editora CRV. Paniagua, A. and D. Istance (2018), Teachers as Designers of Learning Environments: The Importance of Innovative Pedagogies, Educational Research and Innovation, OECD Publishing, Paris, https://doi.org/10.1787/9789264085374-en. Zusätzliche Ressourcen BULJAN, Mario. Gamification For Learning: Strategies And Examples [online]. 15. 11. 2021 [cit. 2023-03-13]. Available from: https://elearningindustry.com/gamification-forlearning-strategies-and-examples. European Commission, Directorate-General for Education, Youth, Sport and Culture, Key competences for lifelong learning, Publications Office, 2019, https://data.europa.eu/doi/10.2766/569540 KARAOLIS, Stephanie. 5 inspiring scenario-based elearning examples [online]. In: . 17. 6. 2022 [cit. 2023-03-30]. Dostupné z: https://www.elucidat.com/blog/scenariobased-elearning-examples/ LYNCH, MATTHEW. HOW DOES GAMIFICATION AFFECT THE LEARNING PROCESS? [online]. 15. 1. 2017 [cit. 2023-04-13]. Dostupné z: https://www.thetechedvocate.org/how-does-gamification-affect-the-learningprocess/. Niemi, H., Harju, V., Vivitsou, M., Viitanen, K., Multisilta, J., & Kuokkanen, A. (2014). Digital Storytelling for 21st -Century Skills in Virtual Learning Environments. Creative Education, 5, 657-671. http://dx.doi.org/10.4236/ce.2014.59078

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