Smart E-Badge (Gamification) for Learning Experience when using Learning Tools for High School Student.
Yakob Utama ChandraYohannes KurniawanShamsul Arrieya AriffinPublished in: ICSIM (2022)
Keyphrases
- learning tools
- learning experience
- high school
- high school students
- student learning
- learning styles
- learning process
- student teachers
- conceptual understanding
- learning opportunities
- learning outcomes
- student achievement
- video games
- learning objectives
- e learning
- peer assessment
- mobile learning
- personalized learning
- attitudes toward
- learning scenarios
- learning resources
- game design
- statistically significant
- college students
- students studying
- educational games
- grade students
- concept maps
- tablet pc
- science classroom
- learning environment
- middle school
- learning algorithm
- learning systems
- project based learning
- learning design
- learning processes
- serious games
- learning management systems
- science learning
- learning objects
- concept mapping
- computer mediated