A Case Study of Deep Gamification in Higher Engineering Education

Author:

Söbke HeinrichORCID

Publisher

Springer International Publishing

Reference38 articles.

1. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM, New York (2011)

2. Hanus, M.D., Cruz, C.: Leveling up the classroom. In: Gamification in Education, pp. 583–610. IGI Global

3. Marczewski, A.: Defining gamification – what do people really think? https://www.gamified.uk/2014/04/16/defining-gamification-people-really-think/

4. Santos, P.A.: Deep gamification of a university course. In: Conference Proceedings SciTecIN 2015 Sciences and Technologies of Interaction 12–13 November 2015 Coimbra, Portugal. Departamento de Engenharia Electrotécnica Polo II da Universidade de Coimbra (2015)

5. Marczewski, A.: Thin Layer vs Deep Level Gamification. https://www.gamified.uk/2013/12/23/thin-layer-vs-deep-level-gamification/

Cited by 12 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3