Examining the effects of mixed and non-digital gamification on students' learning performance, cognitive engagement and course satisfaction

Gamification is typically implemented digitally. However, digital gamification is not always possible because of limited resources and logistical problems. It is thus necessary to explore low-threshold gamification methods that can be easily adopted in classrooms. One such method is non-digital gami...

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書誌詳細
主要な著者: Qiao, Shen, Yeung, Susanna Siu-sze, Zainuddin, Zamzami, Ng, Davy Tsz Kit, Chu, Samuel Kai Wah
フォーマット: 論文
出版事項: Blackwell Publishing 2023
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オンライン・アクセス:http://eprints.um.edu.my/39528/
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