Gamification and microcontent orientated methodological solutions based on bring-your-own device logic in higher education.
Katalin NagyGyörgy MolnárBence SzenkovitsJanos Horvath-CzingerZoltan SzutsPublished in: CogInfoCom (2018)
Keyphrases
- higher education
- online learning
- e learning
- learning technologies
- hong kong
- technology enhanced
- distance learning
- mobile learning
- blended learning
- learning in higher education
- learning management systems
- hybrid learning
- tertiary education
- higher education institutions
- corporate training
- vocational education
- open university
- m learning
- networked learning