Assessing the Acceptance of Quizziz in 'Game Research and Society' Classroom: Impact on Perceived Readiness for Final Year Projects
This study is to explore the integration of a gamified quiz within the "Game Research and Society" classroom, focusing on its impact on student acceptance and readiness for their third-year final year projects. The research aimed to address the need to assess gamified educational tools...
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主要な著者: | , , |
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フォーマット: | 論文 |
言語: | English |
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INTI International University
2023
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オンライン・アクセス: | http://eprints.intimal.edu.my/1839/1/ij2023_68.pdf http://eprints.intimal.edu.my/1839/ https://intijournal.intimal.edu.my |
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