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Study of the use of gamification elements in e-learning applications.

Ezzoubair ZecriMohammed OuzzifIsmail El Haddioui
Published in: NISS (ACM) (2021)
Keyphrases
  • e learning
  • statistical analysis
  • neural network
  • learning objects
  • higher education
  • learning materials
  • educational environment
  • machine learning
  • experimental study
  • learning management systems
  • effective learning