C4mpUs: mehr Interaktion durch mobile Begleitung

Author:

Kallookaran Michael,Robra-Bissantz Susanne

Publisher

Springer Fachmedien Wiesbaden

Reference46 articles.

1. Aparicio, A. F., Vela, F. L. G., Sánchez, J. L. G., & Montes, J. L. I. (2012). Analysis and application of gamification. In F. Botella (Hrsg.), Proceedings of the 13th international conference on interacción personaordenador (No. 17). New York: Association for Computing Machinery.

2. Apple Developer. (2018). iOS. Human interface guidelines. https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/ . Zugegriffen: 6. Sep. 2018.

3. Bogost, I. (2015). Why gamification is bullshit. In S. P. Walz & S. Deterding (Hrsg.), The gameful world: Approaches, issues, applications (S. 65–80). Cambridge: MIT Press.

4. Boud, D., Cohen, R., & Sampson, J. (1999). Peer learning and assessment. Assessment & Evaluation in Higher Education, 24(4), 413–426.

5. Boud, D., Cohen, R., & Sampson, J. (2014). Peer learning in higher education: Learning from and with each other. New York: Routledge.

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