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A gamified approach for improving the learning performance of K-6 students using Easter eggs
Gamification is mainly used to increase user engagement and motivation, hence increasing the user base and user activity. Defined by applying game elements to non-gaming contexts, gamification is mostly integrated with software applications in order to provide a gameful experience for users. Educati...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9843660/ https://www.ncbi.nlm.nih.gov/pubmed/36685015 http://dx.doi.org/10.1007/s11042-023-14356-7 |