An Investigation into Students' Motivation and Learning Effectiveness in Gamified Learning Experiences via Kahoot! at a Higher Education Institution in Vietnam.
Anh Thi Van PhamNguyen Thi Thao HoLy Duy NguyenPublished in: ICEMT (2021)
Keyphrases
- higher education
- mobile learning
- learning experience
- e learning
- m learning
- learning process
- online learning
- blended learning
- learning in higher education
- tertiary education
- technology enhanced
- multi user virtual environments
- instructional strategies
- learning opportunities
- university students
- learning technologies
- learning tools
- problem based learning
- distance learning
- learning scenarios
- learning outcomes
- learning management systems
- online teaching
- online learning environments
- learning design
- technology supported
- mobile technologies
- hong kong
- educational contexts
- language learning
- situated learning
- web based teaching
- educational process
- online education
- virtual learning environments
- learning activities
- project based learning
- information literacy
- higher education institutions
- online course
- learning environment
- science instruction
- learning styles
- learning resources
- cooperative learning
- learning systems
- mobile devices
- video games
- secondary school
- teaching methods
- student learning
- lifelong learning
- reinforcement learning