Applications of Gamification in the Context of Higher Education. A Theoretical Approach.
Santiago Alonso-GarcíaCarmen Rodríguez JiménezJuan Carlos de la Cruz CamposMaría Jesús Santos VillalbaPublished in: MIS4TEL (2021)
Keyphrases
- higher education
- learning technologies
- distance learning
- mobile learning
- online learning
- learning in higher education
- hong kong
- hybrid learning
- learning management systems
- blended learning
- open university
- e learning
- user experience
- technology enhanced
- tertiary education
- networked learning
- m learning
- contextual information
- distance education
- empirical evidence
- knowledge practices
- context aware