Engagement in the course of programming in higher education through the use of gamification.
Arturo Rojas LópezElvira G. Rincón FloresJuanjo MenaFrancisco José García-PeñalvoMaría Soledad Ramírez-MontoyaPublished in: Univers. Access Inf. Soc. (2019)
Keyphrases
- higher education
- game mechanics
- learning technologies
- hong kong
- online learning
- e learning
- mobile learning
- blended learning
- open university
- hybrid learning
- distance learning
- learning in higher education
- learning management systems
- technology enhanced
- problem based learning
- corporate training
- m learning
- user experience
- video games
- educational contexts
- networked learning
- game play
- knowledge practices
- learning experience
- learning environment
- tertiary education
- vocational education
- higher education institutions
- online education
- faculty members
- computer mediated communication
- empirical evidence
- case study