共 50 条
- [41] Student's perception about gamification in higher education REIDOCREA-REVISTA EECTRONICA DE INVESTIGACION Y DOCENCIA CREATIVA, 2021, 10
- [42] Classroom gamification in online higher education: the use of Kahoot CAMPUS VIRTUALES, 2022, 11 (01): : 137 - 152
- [43] An Experience Report on Using Gamification in Technical Higher Education PROCEEDINGS OF THE 45TH ACM TECHNICAL SYMPOSIUM ON COMPUTER SCIENCE EDUCATION (SIGCSE'14), 2014, : 27 - 32
- [44] Gamification in Higher Education: How we Changed Roles PROCEEDINGS OF THE 9TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2015), 2015, : 741 - 748
- [45] A Study on Gamification for Higher Education Students' Engagement Towards Education 4.0 INTELLIGENT AND INTERACTIVE COMPUTING, 2019, 67 : 491 - 502
- [46] GAMIFICATION IN HIGHER EDUCATION: KAZAN FEDERAL UNIVERSITY PRIMER ELEARNING VISION 2020!, VOL I, 2016, : 519 - 522
- [47] GAMIFICATION FOR SELF-DIRECTED LEARNING IN HIGHER EDUCATION EDULEARN19: 11TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2019, : 1764 - 1773
- [49] Gamification as Learning Scenario in Programming Course of Higher Education LEARNING AND COLLABORATION TECHNOLOGIES: LEARNING AND TEACHING, LCT 2018, PT II, 2018, 10925 : 200 - 210
- [50] Determinants of gamification acceptance in Higher Education: an empirical model RIED-REVISTA IBEROAMERICANA DE EDUCACION A DISTANCIA, 2025, 28 (01): : 127 - 155