Towards a Lean Approach to Gamifying Education.
Thomas JohnMatthias FeldottoPaul HemsenKatrin KlingsieckDennis KundischMike LangendorfPublished in: ECIS (2017)
Keyphrases
- distance learning
- e learning
- higher education
- serious games
- information and communication technologies
- distance education
- industrial design
- st century
- engineering education
- web based learning
- hong kong
- mobile learning
- data sets
- problem based learning
- educational technology
- elementary school
- interactive learning
- learning community
- knowledge society
- role play
- deaf students