Incorporating fantasy into gamification promotes student learning and quality of online interaction
We used the design-based research approach to test and refine a theoretically grounded goal-access-feedback-challenge-collaboration gamification model. The testbed was a 10-week, university-level e-learning design course offered in two consecutive semesters. In Study 1, we implemented the initial go...
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Published in | International Journal of Educational Technology in Higher Education Vol. 19; no. 1; pp. 29 - 26 |
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Main Authors | , , , , |
Format | Journal Article |
Language | English |
Published |
Cham
Springer International Publishing
14.06.2022
BioMed Central, Ltd Springer Nature B.V SpringerOpen |
Subjects | |
Online Access | Get full text |
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