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Beatriz Chaves-Yuste; Cristina de-la-Peña; Elena Carrión Candel – Knowledge Management & E-Learning, 2026
The use of digital game-based resources constitutes an alternative educational practice to improve the teaching-learning process in the context of higher education. This research aims to examine students' learning when employing serious games (Socrative and Cerebriti) and educational videos based on the video game "Assassin's Creed…
Descriptors: Undergraduate Students, Game Based Learning, Video Games, Video Technology