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Editorial

Game-Based Learning, Gamification in Education and Serious Games

by
Carlos Vaz de Carvalho
1,* and
Antonio Coelho
2
1
GILT (Games, Interaction, Learning Technologies), Instituto Superior de Engenharia do Porto, 4200-072 Porto, Portugal
2
FEUP Faculdade de Engenharia, Universidade do Porto, 4200-465 Porto, Portugal
*
Author to whom correspondence should be addressed.
Computers 2022, 11(3), 36; https://doi.org/10.3390/computers11030036
Submission received: 1 March 2022 / Accepted: 2 March 2022 / Published: 4 March 2022
(This article belongs to the Special Issue Game-Based Learning, Gamification in Education and Serious Games)

Excerpt

Note: In lieu of an abstract, this is an excerpt from the first page.

Video games have become one of the predominant forms of entertainment in our society, but they have also impacted many other of its social and cultural aspects [...]

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MDPI and ACS Style

de Carvalho, C.V.; Coelho, A. Game-Based Learning, Gamification in Education and Serious Games. Computers 2022, 11, 36. https://doi.org/10.3390/computers11030036

AMA Style

de Carvalho CV, Coelho A. Game-Based Learning, Gamification in Education and Serious Games. Computers. 2022; 11(3):36. https://doi.org/10.3390/computers11030036

Chicago/Turabian Style

de Carvalho, Carlos Vaz, and Antonio Coelho. 2022. "Game-Based Learning, Gamification in Education and Serious Games" Computers 11, no. 3: 36. https://doi.org/10.3390/computers11030036

APA Style

de Carvalho, C. V., & Coelho, A. (2022). Game-Based Learning, Gamification in Education and Serious Games. Computers, 11(3), 36. https://doi.org/10.3390/computers11030036

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