Students' Acceptance of Gamification in Higher Education.
Chih-Hung ChungChunyi ShenYu-Zhen QiuPublished in: Int. J. Game Based Learn. (2019)
Keyphrases
- higher education
- distance learning
- blended learning
- open university
- e learning
- learning in higher education
- learning technologies
- ict literacy gaps
- online learning
- technology enhanced
- mobile learning
- learning management systems
- hybrid learning
- hong kong
- tertiary education
- knowledge practices
- m learning
- higher education institutions
- problem based learning
- online education
- user experience
- faculty members
- educational contexts
- corporate training
- learning tools
- literature review
- serious games