The effectiveness of gamification through classroom leaderboards for student engagement

Universities, researchers and practitioners are looking for effective ways to engage, enhance, and promote students’ learning in the classroom. Gamification is the integration of game-like design elements into non-game context to motivate action, engage, and solve problems. This paper presents the e...

詳細記述

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書誌詳細
主要な著者: Abdul Halim, Fauziah Saadah, Ahmad Buhari, Turisiana
フォーマット: 論文
言語:English
出版事項: UiTM Press 2022
主題:
オンライン・アクセス:https://ir.uitm.edu.my/id/eprint/80976/1/80976.pdf
https://ir.uitm.edu.my/id/eprint/80976/
https://journalined.uitm.edu.my/
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