An approach for planning and deploying gamification concepts with social networks within educational contexts
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DOI: 10.1016/j.ijinfomgt.2018.10.001
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References listed on IDEAS
- Araújo, José & Pestana, Gabriel, 2017. "A framework for social well-being and skills management at the workplace," International Journal of Information Management, Elsevier, vol. 37(6), pages 718-725.
- Hamari, Juho & Keronen, Lauri, 2017. "Why do people play games? A meta-analysis," International Journal of Information Management, Elsevier, vol. 37(3), pages 125-141.
- Lim, Hyochang & Lee, Sang-Gun & Nam, Kichan, 2007. "Validating E-learning factors affecting training effectiveness," International Journal of Information Management, Elsevier, vol. 27(1), pages 22-35.
- Hamari, Juho & Koivisto, Jonna, 2015. "Why do people use gamification services?," International Journal of Information Management, Elsevier, vol. 35(4), pages 419-431.
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Keywords
Gamification; Social network; Assessment; Case study;All these keywords.
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