Gamifying e-learning as a Means of Overcoming Its Deficiencies.
Angelos P. MarkopoulosMichael F. DossisAnastasios FragkouPetros D. KasidiarisPublished in: SEEDA-CECNSM (2016)
Keyphrases
- e learning
- learning environment
- learning resources
- distance education
- distance learning
- artificial intelligence
- learning technologies
- learning process
- learning objects
- learning experience
- life long
- learning materials
- knowledge sharing
- higher education
- information retrieval
- similarity measure
- three dimensional
- genetic algorithm