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...
Autor principal: | |
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Outros Autores: | , |
Formato: | conferenceObject |
Idioma: | eng |
Publicado em: |
2021
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Assuntos: | |
Texto completo: | http://hdl.handle.net/10071/22589 |
País: | Portugal |
Oai: | oai:repositorio.iscte-iul.pt:10071/22589 |