Gamification for Synchronous and Asynchronous Learning
Author:
Publisher
Springer International Publishing
Link
https://link.springer.com/content/pdf/10.1007/978-3-031-17841-2_10
Reference65 articles.
1. Aldemir, T., Celik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235–254. https://doi.org/10.1016/j.chb.2017.10.001
2. Armstrong, M. B., & Landers, R. N. (2017). An evaluation of gamified training: Using narrative to improve reactions and learning. Simulation & Gaming, 48(4), 513–538. https://doi.org/10.1177/1046878117703749
3. Baxter, R. J., Holderness, D. K., & Wood, D. A. (2016). Applying basic gamification techniques to IT compliance training: Evidence from the lab and field. Journal of Information Systems, 30(3), 119–133. https://doi.org/10.2308/isys-51341
4. Bergdahl, N., & Nouri, J. (2021). Covid-19 and crisis-prompted distance education in Sweden. Technology, Knowledge and Learning, 26(3), 443–459. https://doi.org/10.1007/S10758-020-09470-6
5. Berkling, K., & Thomas, C. (2013). Gamification of a software engineering course and a detailed analysis of the factors that lead to its failure. 2013 International Conference on Interactive Collaborative Learning, ICL 2013. https://doi.org/10.1109/ICL.2013.6644642
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