An Empirical Study on the Use of Gamification on IT Courses at Higher Education.
Balázs BarnaSzabina FodorPublished in: ICL (1) (2017)
Keyphrases
- higher education
- learning management systems
- e learning
- learning technologies
- distance learning
- learning in higher education
- blended learning
- online learning
- user experience
- hong kong
- mobile learning
- m learning
- hybrid learning
- open university
- faculty members
- technology enhanced
- tertiary education
- distance education
- game design
- serious games
- learning algorithm
- networked learning
- web based teaching
- machine learning