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