Evaluation of Gamification Elements in a VR Application for Higher Education.
Florian TiefenbacherPublished in: EuroSPI (2020)
Keyphrases
- higher education
- hong kong
- online learning
- learning technologies
- blended learning
- e learning
- mobile learning
- learning in higher education
- learning management systems
- technology enhanced
- tertiary education
- educational contexts
- networked learning
- hybrid learning
- m learning
- higher education institutions
- open university
- information technology