Enter Hogwarts: Lessons on how to gamify education from the wizarding world of Harry Potter.
Lobna HassanJ. Tuomas HarviainenJuho HamariPublished in: GamiFIN (2018)
Keyphrases
- developed countries
- distance learning
- information and communication technologies
- internet technology
- educational technology
- e learning
- mobile learning
- lessons learned
- distance education
- knowledge society
- st century
- web based learning
- case study
- interactive learning
- lifelong learning
- science education
- problem based learning
- serious games
- higher education
- interactive video