Gamification Applications in E-learning: A Literature Review
Top Cited Papers
- 2 January 2021
- journal article
- review article
- Published by Springer Science and Business Media LLC in Technology, Knowledge and Learning
- Vol. 27 (1), 139-159
- https://doi.org/10.1007/s10758-020-09487-x
Abstract
No abstract availableKeywords
This publication has 68 references indexed in Scilit:
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- Active learning increases student performance in science, engineering, and mathematicsProceedings of the National Academy of Sciences of the United States of America, 2014
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- Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learningComputers & Education, 2009