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Gamification of Higher Education by the Example of Course of Research Methods.

Martin Sillaots
Published in: ICWL (2014)
Keyphrases
  • higher education
  • e learning
  • online learning
  • active learning
  • distance learning
  • learning technologies
  • technology enhanced
  • data sets
  • empirical evidence
  • blended learning
  • hong kong
  • tertiary education