Branded Gamification in Technical Education.
Annika Sabrina SchulzFranziska SchulzRúben GouveiaOliver KornPublished in: VS-GAMES (2018)
Keyphrases
- serious games
- higher education
- mobile learning
- distance education
- e learning
- distance learning
- management information systems
- information and communication technologies
- hong kong
- educational technology
- social issues
- information infrastructure
- st century
- virtual environment
- wide variety
- interactive learning
- educational games
- learning community
- teaching methods
- secondary school
- user experience
- educational resources
- knowledge society