Author:
CÖMERT Zeynep,AKGÜN Ergün
Publisher
Journal of Information and Communication Technologies
Reference65 articles.
1. Alraimi, K. M., Zo, H., & Ciganek, A. P. (2015). Understanding the MOOCs continuance: The role of openness and reputation. Computers & Education, 80, 28-38.
2. Anderson, A., Huttenlocher, D., Kleinberg, J., & Leskovec, J. (2014). Engaging with massive online courses. 23rd International Conference on World Wide Web sunulan bildiri (ss. 687-698). ACM.
3. Antonaci, A., Klemke, R., Kreijns, K., & Specht, M. (2018). Get Gamification of MOOC right!. InternationalJournal of Serious Games, 5(3), 61-78.
Aparicio, M., Oliveira, T., Baco, F. & Painho, M. (2019). Gamification: A key determinant of massive open online course (MOOC). Information & Management, 56(2019), 39- 54.
Borrás-Gené, O., Martínez-Núñez, M. & Martín-Fernández, L. (2019). Enhancing fun through gamification to improve engagement in MOOC. Informatics, 6(28), 1-19.
4. Breslow, L., Pritchard, D. E., DeBoer, J., Stump, G. S., Ho, A. D., & Seaton, D. T. (2013). Studying learning in the worldwide classroom research into edX's first MOOC. Research & Practice in Assessment, 8, 13-25.
5. Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77-101.
Cited by
1 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. Sosyal Bilgiler Derslerinde Oyunlaştırma;Uluslararası Ders Kitapları ve Eğitim Materyalleri Dergisi;2022-05-29