MARTÍNEZ SÁNCHEZ, Rubén. Classcraft: The Impact of Gamification in Higher Education. Gamification and Augmented Reality, [S. l.], v. 3, p. 100, 2025. DOI: 10.56294/gr2025100. Disponível em: https://gr.ageditor.ar/index.php/gr/article/view/100. Acesso em: 7 jul. 2025.