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About this activity
Actividad interactiva de emparejamiento donde los estudiantes relacionan conceptos esenciales sobre los riesgos éticos en la gamificación como presión excesiva, competencia desbalanceada, grinding o manipulación con sus definiciones breves. El objetivo es reforzar la comprensión de cómo un diseño lúdico puede impactar positiva o negativamente el bienestar y la accesibilidad de los estudiantes.
Created by
GERALDYN JAMILETH MORA PLUAS
Ecuador
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