A Model to Investigate Preference for Use of Gamification in a Learning Activity

Applying the engaging and motivating aspects of video games in non-game contexts is known as gamification. Education can benefit from gamification by improving the learning environment to make it more enjoyable and engaging for students. Factors that influence students’ preference for use of gamific...

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Bibliographic Details
Main Authors: Justin Filippou, Christopher Cheong, France Cheong
Format: Article
Language:English
Published: Australasian Association for Information Systems 2018-03-01
Series:Australasian Journal of Information Systems
Subjects:
Online Access:http://journal.acs.org.au/index.php/ajis/article/view/1397

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