A Serious Game for Promoting Knowledge about Suicidal Thoughts for Students at Higher Education.
Thomas BjørnerSofie Daniel AndersenEmilie SommerKristine Fogh AndersenMarius Frederik QvarnstrømMie Møller EnevoldsenNicolai Lennart LarssonStacia Suwan SørensenPublished in: GoodIT (2024)
Keyphrases
- higher education
- knowledge practices
- serious games
- distance learning
- learning technologies
- e learning
- blended learning
- open university
- hong kong
- online learning
- tertiary education
- mobile learning
- educational process
- learning in higher education
- learning management systems
- technology enhanced
- design principles
- problem based learning
- hybrid learning
- educational contexts
- higher education institutions
- open educational resources
- learning processes
- machine learning
- video games