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...

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Detalhes bibliográficos
Autor principal: Loureiro, S. M. C. (author)
Outros Autores: Angelino, F. (author), Bilro, R. G. (author)
Formato: conferenceObject
Idioma:eng
Publicado em: 2021
Assuntos:
Texto completo:http://hdl.handle.net/10071/22589
País:Portugal
Oai:oai:repositorio.iscte-iul.pt:10071/22589