Need-supporting gamification in education: An assessment of motivational effects over time.
Rob van RoyBieke ZamanPublished in: Comput. Educ. (2018)
Keyphrases
- serious games
- computer based instruction
- e learning
- distance learning
- higher education
- intelligent tutoring systems
- information technology
- teaching strategies
- game design
- video games
- learning outcomes
- learning scenarios
- educational technology
- problem based learning
- virtual laboratory
- mobile learning
- virtual laboratories
- primary and secondary school