An experience report on using gamification in technical higher education.
Alexandru IosupDick H. J. EpemaPublished in: SIGCSE (2014)
Keyphrases
- higher education
- online learning
- learning technologies
- hong kong
- mobile learning
- social issues
- learning in higher education
- e learning
- m learning
- distance learning
- open university
- user experience
- learning management systems
- tertiary education
- hybrid learning
- technology enhanced
- south africa
- game design
- serious games
- blended learning
- knowledge practices
- online education
- higher education institutions
- educational contexts
- corporate training
- machine learning