Measurement of the effects of e-learning courses gamification on motivation and satisfaction of students.
Andrija BernikGoran BubasDanijel RadosevicPublished in: MIPRO (2018)
Keyphrases
- college students
- e learning
- individual differences
- student motivation
- learning achievement
- intrinsic motivation
- learning environment
- computer self efficacy
- life long learning
- high school
- learning activities
- motivational factors
- learning experience
- distance learning
- learning outcomes
- student learning
- learning styles
- game mechanics
- learning process
- cognitive style
- english learning
- student achievement
- online course
- instructional materials
- undergraduate students
- dependent variables
- learning community
- tutoring system
- higher education
- instructional strategies
- students completed
- cognitive load
- user satisfaction
- distance education
- user experience
- concept mapping
- computer assisted language learning
- game design
- control group
- serious games
- descriptive statistics
- attitudes toward
- intelligent tutoring systems
- mobile learning
- oral reading
- mobile devices