The Effect of Gamification on Students with Different Achievement Goal Orientations.
Lasse HakulinenTapio AuvinenPublished in: LaTiCE (2014)
Keyphrases
- learning goals
- european higher education
- experimental group
- learning experience
- student learning
- control group
- undergraduate students
- learning environment
- learning activities
- e learning
- intelligent tutoring systems
- academic achievement
- high school
- distance education
- learning outcomes
- higher education
- distance learning
- high school students
- learning gains
- university students
- college students
- attitudes toward
- mobile learning
- online course
- learning styles
- learning process
- learning achievement
- computer self efficacy
- students completed
- elementary students
- user experience
- factorial design
- online learning environment
- student achievement
- online environment
- tutoring system
- learning scenarios
- dependent variables
- elementary school
- learning community
- science education