Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits
Author:
Funder
chiangmai university
Publisher
Springer Science and Business Media LLC
Subject
Library and Information Sciences,Education
Link
https://link.springer.com/content/pdf/10.1007/s10639-021-10456-9.pdf
Reference53 articles.
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2. 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 Available at: https://www.sciencedirect.com/science/article/pii/S0747563217305745. Accessed 31 Jul 2019.
3. Arif, N., & Tauseef, S. (2008). SAP ERP financials: Configuration and design. Boston: Galileo Press.
4. Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers & Education, 83, 57–63.
5. Borges, S. S., Mizoguchi, R., Durelli, V. H. S., Bittencourt, I. I., & Isotani, S. (2016). A link between worlds: Towards a conceptual framework for bridging player and learner roles in gamified collaborative learning contexts. In F. Koch, A. Koster, T. Primo, & C. Guttmann (Eds.), Advances in social computing and digital education (vol. 677, pp. 19–34). SOCIALEDU 2016, CARE 2016. Communications in Computer and Information Science. Cham: Springer.
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