GamiCSM: relating education, culture and gamification - a link between worlds.
Armando M. TodaAna Carolina Tomé KlockPaula T. PalominoLuiz A. L. RodriguesWilk OliveiraCraig D. StewartAlexandra I. CristeaIsabela GaspariniSeiji IsotaniPublished in: IHC (2020)
Keyphrases
- serious games
- e learning
- information and communication technologies
- st century
- educational technology
- virtual environment
- mobile learning
- user experience
- web based learning
- professional practice
- higher education
- distance learning
- interactive learning
- problem based learning
- hong kong
- educational games
- link structure
- distance education
- web pages
- engineering education
- university level
- search engine
- young students
- game design
- professional development
- video games
- e government
- mobile devices
- learning environment
- case study