Cargando…
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: | 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 |
Ejemplares similares
-
Easter Eggs
Publicado: (1887) -
An ‘Easter egg’ in coronary heart disease: chronic atrial thrombosis
por: Zhu, Hong, et al.
Publicado: (2023) -
RALF: an adaptive reinforcement learning framework for teaching dyslexic students
por: Minoofam, Seyyed Amir Hadi, et al.
Publicado: (2022) -
The Easter Holiday
Publicado: (1915) -
The Coming of Easter
Publicado: (1896)