Gamifying MOOC's a Step in The Right Direction?

Author:

Rohan Rohani1,Pal Debajyoti1,Funilkul Suree1

Affiliation:

1. School of Information Technology, King Mongkut's University of Technology Thonburi, Bangkok, Thailand

Publisher

ACM

Cited by 8 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. Intention for enhancing metaverse-based learning using gamification among university students: a study using Delphi and structural equation modelling approaches;Cogent Business & Management;2024-07-26

2. Augmenting Open and Distance Learning Through Gamification;EAI/Springer Innovations in Communication and Computing;2024

3. Meta-analysis of the Influence of Gamification Elements on Motivation on E-learning Platforms;Cognition and Exploratory Learning in the Digital Age;2024

4. Incompletion Rate Factors in MOOC: A Systematic Literature Review;2023 International Conference on University Teaching and Learning (InCULT);2023-10-18

5. What Affects the Adoption of Metaverse in Education? A SEM-based Approach;2023 20th International Joint Conference on Computer Science and Software Engineering (JCSSE);2023-06-28

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