Gamification in higher education: Text mining approach
Gamification is a growing trend in research (Caponetto, Earp, and Ott, 2014; Erenli, 2013; Kasurinen and Knutas, 2017) as well as in educational settings (Azmi, Ahmad, Iahad, and Yusof, 2017; Dicheva, Dichev, Agre, and Angelova, 2015). While a more common definition of gamification is still under ev...
Main Author: | |
---|---|
Other Authors: | , |
Format: | conferenceObject |
Language: | eng |
Published: |
2021
|
Subjects: | |
Online Access: | http://hdl.handle.net/10071/22589 |
Country: | Portugal |
Oai: | oai:repositorio.iscte-iul.pt:10071/22589 |