Gamification of Online Learning

Author:

Jang Jincheul,Park Jason J. Y.,Yi Mun Y.

Publisher

Springer International Publishing

Reference4 articles.

1. Zur, B.: H., Breznitz, S.J.: The effect of time pressure on risky choice behavior. Acta Psychologica 47(2), 89–104 (1981)

2. Deterding, S., Khaled, R., Nacke, L., Dixon, D.: Gamification: toward a definition. In: CHI 2011, pp. 12–15 (2011)

3. Lecture Notes in Computer Science;D Rai,2013

4. Zicbermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly (2011)

Cited by 28 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

1. Transforming Medical and Health sciences Education with gamification;Level Up! Exploring Gamification's Impact on Research and Innovation;2024-05-27

2. Gamification in Education;Encyclopedia;2023-10-02

3. Exploring college students' behavioral engagement intentions towards gamified online interactive platforms: based on Technology Acceptance Model and Theory of Planned Behavior;2023 7th International Conference on Digital Technology in Education;2023-09-08

4. Positive Artificial Intelligence in Education (P-AIED): A Roadmap;International Journal of Artificial Intelligence in Education;2023-08-03

5. Can gamification enhance online learning? Evidence from a meta-analysis;Education and Information Technologies;2023-07-01

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