An industry experiment of academic performance and drop-out in gamified distance education.
Izabella JedelAdam PalmquistRobin MunkvoldOle GoetheHildur JonasdottirErik OlssonPublished in: GamiFIN (2021)
Keyphrases
- distance education
- distance learning
- education programs
- academic institutions
- online learning
- academic community
- adult students
- instructional design
- computer mediated communication
- adult learners
- e learning
- computer conferencing
- case study
- assisted learning
- instant messaging
- continuing education
- distance learning environment
- online collaborative
- corporate training
- higher education
- learning process
- computer supported cooperative learning