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Vol. 3 (2025): Gamification and Augmented Reality
					View Vol. 3 (2025): Gamification and Augmented Reality
Published: 2025-01-01

Original

  • Classcraft: The Impact of Gamification in Higher Education

    Rubén Martínez Sánchez (Author)
    100
    DOI: https://doi.org/10.56294/gr2025100
  • Evidence of the usefulness of clinical simulation in building the professional competencies of medical students

    Darcy Walter Palacios Baldoceda, Eduardo Teragni (Author)
    103
    DOI: https://doi.org/10.56294/gr2025103
  • 3D Modeling from the Graphic Design of the FHP Headquarters of the Unified National Corporation of Higher Education. Perspectives for Virtual Tours and Visual Communication

    Miguel Ángel Ordoñez Guar (Author)
    104
    DOI: https://doi.org/10.56294/gr2025104
  • Responsive e-learning dynamic assessment structure using intelligent learning design

    Khushwant Singh, Mohit Yadav (Author)
    102
    DOI: https://doi.org/10.56294/gr2025102
  • Design of Geothermal Groundwater Heating and Cooling Plant: A Trial Study in Eleme Fertilizer Company in Niger Delta Region

    Ojong Elias Ojong (Author)
    106
    DOI: https://doi.org/10.56294/gr2025106
  • The Impact of Gamification in Research and Education: A Communication Review

    Farheen Islam, Aprajita Krishna, Sangeeta Kumari (Author)
    101
    DOI: https://doi.org/10.56294/gr2025101
  • Real-Time UAV Recognition Through Advanced Machine Learning for Enhanced Military Surveillance

    Muhyeeddin Alqaraleh, Mowafaq Salem Alzboon, Mohammad Subhi Al-Batah (Author)
    63
    DOI: https://doi.org/10.56294/gr202563

Short communications

  • The impact of video games on the promotion of active aging: a medical perspective

    José Matheus Nascimento, Karina Bustamante Galarza (Author)
    105
    DOI: https://doi.org/10.56294/gr2025105
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