Published: 2019-07-31

EDITORIAL. DIGITAL GAMES AND LEARNING

Francesca Maria Dagnino, Marcello Passarelli, Carlo Perrotta, Donatella Persico

87-90

DOI: https://doi.org/10.17471/2499-4324/1128
DOI: https://doi.org/10.17471/2499-4324/1058

DEVELOPMENT AND USABILITY OF A GAMIFIED APP TO HELP CHILDREN MANAGE STRESS: AN EVALUATION STUDY

Iolie Nicolaidou, Federica Tozzi, Philippos Kindynis, Marinos Panayiotou, Athos Antoniades

105-120

DOI: https://doi.org/10.17471/2499-4324/1050
DOI: https://doi.org/10.17471/2499-4324/1062
DOI: https://doi.org/10.17471/2499-4324/1068

BRINGING GAME ELEMENTS TO THE CLASSROOM: THE ROLE OF CHALLENGE AND TECHNOLOGY

Graziano Cecchinato, Romina Papa, Laura Carlotta Foschi

158-173

DOI: https://doi.org/10.17471/2499-4324/1078
DOI: https://doi.org/10.17471/2499-4324/1056
DOI: https://doi.org/10.17471/2499-4324/1071