Please use this identifier to cite or link to this item: https://hdl.handle.net/10316/90484
DC FieldValueLanguage
dc.contributor.authorCarvalho, Ana Amélia A.-
dc.date.accessioned2020-07-31T23:30:10Z-
dc.date.available2020-07-31T23:30:10Z-
dc.date.issued2020-
dc.identifier.isbn978-972-742-448-1pt
dc.identifier.urihttps://hdl.handle.net/10316/90484-
dc.language.isoporpt
dc.publisherDireção-Geral de Educaçãopt
dc.rightsopenAccesspt
dc.subjectappspt
dc.subjectmobile learningpt
dc.subjectgamificaçãopt
dc.subjectEscape roompt
dc.subjectStop Motionpt
dc.subjectStoryjumperpt
dc.subjectEdPuzzlept
dc.subjectTempolypt
dc.subjectMindfulnesspt
dc.subjectRobóticapt
dc.subjectAprendizagem Baseada em Projetospt
dc.subjectJogos de tabuleiro modernospt
dc.titleAplicações para dispositivos móveis e estratégias inovadoras na educaçãopt
dc.typebookpt
degois.publication.locationLisboapt
dc.peerreviewedyespt
dc.date.embargo2020-01-01*
uc.date.periodoEmbargo0pt
item.openairecristypehttp://purl.org/coar/resource_type/c_2f33-
item.openairetypebook-
item.cerifentitytypePublications-
item.grantfulltextopen-
item.fulltextCom Texto completo-
item.languageiso639-1pt-
crisitem.author.orcid0000-0002-0621-9447-
Appears in Collections:FPCEUC - Livros e Capítulos de Livros
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