Game On! Students’ Perceptions of Gamified Learning
Patrick Buckley1, Elaine Doyle1, Shane Doyle, Educational Technology
& Society, 2017/07/10
We should not draw any generalizations from such a narrow study (a large third year undergraduate class (n = 142) and a small group (n = 19) of graduate students). But there's much that could be said of it, beginning with the definition of 'game' as (1) rewards for achieving goals (2) rapid feedback cycles (3) governance by rules, and (4) competition. More...
21 novembre 2017
Game On! Students’ Perceptions of Gamified Learning
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