Engaging Students with Gamification in Online Engineering Graduate Courses
Author:
Affiliation:
1. University of North Alabama
Publisher
ASEE Conferences
Reference19 articles.
1. E. Meşe and Ç. Sevilen, "Factors influencing EFL students’ motivation in online learning: A qualitative case study," Journal of Educational Technology & Online Learning, vol. 4, pp. 11-22, 2021.
2. R. N. Landers and A. K. Landers, "An Empirical Test of the Theory of Gamified Learning: The Effect of Leaderboards on Time-on-Task and Academic Performance," Simulation & Gaming, vol. 45, pp. 769-785, 2014/12/01 2014.
3. C. Dichev and D. Dicheva, "Gamifying education: what is known, what is believed and what remains uncertain: a critical review," International Journal of Educational Technology in Higher Education, vol. 14, p. 9, 2017/02/20 2017.
4. A. Manzano-León, P. Camacho-Lazarraga, M. A. Guerrero, L. Guerrero-Puerta, J. M. Aguilar-Parra, R. Trigueros, et al. (2021, Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education. Sustainability 13(4).
5. L. Sardi, A. Idri, and J. L. Fernández-Alemán, "A systematic review of gamification in e-Health," Journal of Biomedical Informatics, vol. 71, pp. 31-48, 2017/07/01/ 2017.
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