[1]
Alves Guimarães, U. et al. 2023. DIGITAL TECHNOLOGIES FOR THE PRACTICE OF LEARNING: THE ADVANTAGES OF USING GAMIFICATION IN LEARNING. RECIMA21 - Revista Científica Multidisciplinar - ISSN 2675-6218. 4, 12 (Dec. 2023), e4124347. DOI:https://doi.org/10.47820/recima21.v4i12.4347.