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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...

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Detalles Bibliográficos
Autores principales: Takbiri, Yazdan, Bastanfard, Azam, Amini, Amineh
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2023
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