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Using gamification for engaging surveyors: a case study in Statistics Indonesia.

Yusep RosmansyahIsdiyanto IsdiyantoAriq Bani HardiAtina Putri
Published in: Interact. Technol. Smart Educ. (2020)
Keyphrases
  • case study
  • user experience
  • test bed
  • game design
  • search engine
  • educational games
  • serious games
  • real world
  • data mining
  • three dimensional
  • artificial neural networks