Crowdsourcing stem content for educational gamification
In this project, crowdsourcing science, technology, engineering and mathematics (STEM) content was used is to promote enjoyable, challenge-based English language learning to learners and instructors altogether. However, for this kind of facilitation to materialize is somehow vague as there is minima...
Saved in:
Main Authors: | Azwin Arif, Abdul Rahim, Nor Yazi, Khamis, Mohd Shafeirul Zaman, Abd Majid, Arulselvi, Uthayakumaran, Nursyaheedah, Muhammad Isa |
---|---|
格式: | Conference or Workshop Item |
語言: | English |
出版: |
Universiti Malaysia Pahang
2018
|
主題: | |
在線閱讀: | http://umpir.ump.edu.my/id/eprint/24489/1/9.1%20Crowdsourcing%20stem%20content%20for%20educational%20gamification.pdf http://umpir.ump.edu.my/id/eprint/24489/ |
標簽: |
添加標簽
沒有標簽, 成為第一個標記此記錄!
|
相似書籍
-
Crowdsourcing as Content Collaboration for STEM Edutainment
由: Azwin Arif, Abdul Rahim, et al.
出版: (2021) -
A Brave New World!
由: Arulselvi, Uthayakumaran, et al.
出版: (2018) -
The effect of tell me more (TMM) usability on students’ segmental and suprasegmental pronunciation
由: Uthayakumaran, Arulselvi
出版: (2019) -
The Development of Technical English Multimedia Interactive Module to Enhance Student Centered Learning (SCL)
由: Mohd Shafeirul Zaman, Abd Majid, et al.
出版: (2012) -
Conceptualising a credit transfer MOOC initiative for english for technical communication
由: Azwin Arif, Abdul Rahim, et al.
出版: (2018)