Use of gamification to enhance e-learning experience.
Neerja KashiveSayali MohitePublished in: Interact. Technol. Smart Educ. (2023)
Keyphrases
- e learning
- user experience
- learning environment
- learning technologies
- distance learning
- learning objects
- learning experience
- learning resources
- effective learning
- learning process
- higher education
- learning materials
- educational environment
- social software
- adaptive hypermedia systems
- digital libraries
- adaptive e learning
- life long learning
- computer assisted learning
- real time
- free and open source software
- cost effectiveness
- game design
- learning content
- online learning
- knowledge management
- neural network