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Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts.

Biyun HuangKhe Foon Hew
Published in: Comput. Educ. (2018)
Keyphrases
  • higher education
  • e learning
  • learning technologies
  • evaluation model
  • learning in higher education
  • distance learning
  • machine learning
  • learning process
  • online learning
  • blended learning
  • technology enhanced