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Exploring instructors' perspectives, practices, and perceived support needs and barriers related to the gamification of MOOCs.

Yunjo AnMeina ZhuCurtis J. BonkLin Lin
Published in: J. Comput. High. Educ. (2021)
Keyphrases
  • user experience
  • case study
  • online course
  • e learning
  • learning process
  • end users
  • sensemaking
  • multiple perspectives
  • technological solutions