Review of gamified MOOC’s impact toward learner’s motivation in learning effectiveness context
Massive Open Online Courses (MOOC) have become a strong support for building a ubiquitous learning environment typically during Covid19 pandemic. Although more and more Internet users are willing to try MOOC, the problems corresponding to users’ free and autonomous learning are a poor learning exper...
Saved in:
Main Authors: | Tan, Wei Kian, Sunar, Mohd. Shahrizal, Goh, Eg Su |
---|---|
格式: | Conference or Workshop Item |
出版: |
2022
|
主题: | |
在线阅读: | http://eprints.utm.my/id/eprint/99394/ http://dx.doi.org/10.1007/978-3-030-99188-3_12 |
标签: |
添加标签
没有标签, 成为第一个标记此记录!
|
相似书籍
-
The analysis of intrinsic game elements for undergraduates gamified platform based on learner type
由: Tan, Wei Kian, et al.
出版: (2022) -
Analysis of the college underachievers’ transformation via gamified learning experience
由: Tan, Wei Kian, et al.
出版: (2023) -
GAMIFYING A MOOC : MOTIVATING LEARNERS
由: Ling, Nie Hui, et al.
出版: (2019) -
Enjoyment as gamified experience for informal learning in virtual reality
由: Bahrin, Abdul Syafiq, et al.
出版: (2022) -
A review on adopting personalized gamified experience in the learning context
由: Aljabali, R. N., et al.
出版: (2019)