Gamified Evaluation in STEAM for Higher Education: A Case Study.
Pavel BoytchevSvetla BoytchevaPublished in: Inf. (2020)
Keyphrases
- higher education
- learning technologies
- online learning
- e learning
- mobile learning
- learning management systems
- hong kong
- blended learning
- technology enhanced
- learning in higher education
- distance learning
- tertiary education
- m learning
- south africa
- case study
- educational contexts
- hybrid learning
- learning strategies
- instructional strategies
- open educational resources
- open university
- corporate training
- knowledge practices
- decision trees