The Model for Introduction of Gamification into E-learning in Higher Education
Top Cited Papers
Open Access
- 1 July 2015
- journal article
- Published by Elsevier BV in Procedia - Social and Behavioral Sciences
- Vol. 197, 388-397
- https://doi.org/10.1016/j.sbspro.2015.07.154
Abstract
No abstract availableKeywords
This publication has 23 references indexed in Scilit:
- Gamifying learning experiences: Practical implications and outcomesComputers & Education, 2013
- Examining the role of learning engagement in technology-mediated learning and its effects on learning effectiveness and satisfactionDecision Support Systems, 2012
- The role of psychology in understanding the impact of computer gamesEntertainment Computing, 2011
- The relevance of facilitation in group decision making supported by a simulation modelSystem Dynamics Review, 2011
- Transformational PlayEducational Researcher, 2010
- Current Practices in Serious Game ResearchPublished by IGI Global ,2009
- E‐learning in a competitive firm settingInnovations in Education and Teaching International, 2005
- Networked Learning in Higher Education: Students’ Expectations and ExperiencesHigher Education, 2005
- Games, Motivation, and Learning: A Research and Practice ModelSimulation & Gaming, 2002
- Technological and Structural Characteristics, Student Learning and Satisfaction with Web-Based CoursesManagement Learning, 2002