Cogent: A Case Study of Meaningful Gamification in Education with Virtual Currency.
Yang ChenTerry BurtonMihaela VorvoreanuDavid WhittinghillPublished in: iJET (2015)
Keyphrases
- serious games
- virtual environment
- virtual reality technology
- virtual lab
- role play
- virtual reality
- virtual laboratory
- case study
- test bed
- information and communication technologies
- augmented reality
- e learning
- virtual world
- web based learning
- user experience
- virtual laboratories
- mobile learning
- distance learning
- life long learning
- educational technology
- st century
- problem based learning
- engineering education
- hong kong
- elementary school
- higher education
- web based technologies
- school education
- currency exchange
- secondary school
- game play
- distance education
- user behavior
- end users