Gamification with Scratch or App Inventor in Higher Education: A Systematic Review.
David Pérez-JorgeMaría Carmen Martínez-MurcianoPublished in: Future Internet (2022)
Keyphrases
- higher education
- systematic review
- user experience
- empirical studies
- hong kong
- mobile applications
- learning technologies
- e learning
- online learning
- distance learning
- m learning
- learning management systems
- mobile learning
- hybrid learning
- open university
- learning in higher education
- user behavior
- social networking
- blended learning
- knowledge practices
- tertiary education
- user interface
- end users
- serious games
- educational contexts
- higher education institutions
- technology enhanced
- networked learning
- corporate training
- machine learning