Gamification Approach in Education to Increase Learning Engagement
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DOI: 10.20469/ijhss.4.10003-1
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- Chi-Yu Chang ˆ—, 2017. "Autonomy Vs. Assessment: To What Extent The Audience Approval In A Gallery Game Helps Bring Pleasure, Pressure, And Progress," International Journal of Humanities, Arts and Social Sciences, Dr. Mohammad Hamad Al-khresheh, vol. 3(4), pages 148-156.
- Martha Chadyiwa & T. Mgutshini, 2015. "Using Mobile Handheld Devices as Tools of Learn and Teaching for Student EHPS: A Blessing or a Curse?," International Journal of Humanities, Arts and Social Sciences, Dr. Mohammad Hamad Al-khresheh, vol. 1(2), pages 85-91.
- Hasmaini Hashim & Sazilah Salam & Siti Nurul Mahfuzah Mohamad, 2017. "Investigating learning styles for adaptive Massaive Open Online Cource (MOOC) learning," Journal of Advances in Humanities and Social Sciences, Dr. Yi-Hsing Hsieh, vol. 3(5), pages 282-292.
- G. Arockiyasamy & G. Arockiyasamy & Sujeevan Kumar Bullard, 2016. "The influence of playing video games on academic performance among graduates of Karunya University," Journal of Advances in Humanities and Social Sciences, Dr. Yi-Hsing Hsieh, vol. 2(3), pages 119-132.
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Keywords
Gamification approach; online learning; engagement; gamification categories;All these keywords.
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