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Volumn 23, Issue 2, 2013, Pages 186-206

Classroom Live: A software-assisted gamification tool

Author keywords

education technology; gamification; interactive software; role playing game; student engagement; teaching methods

Indexed keywords


EID: 84879154260     PISSN: 08993408     EISSN: 17445175     Source Type: Journal    
DOI: 10.1080/08993408.2013.780449     Document Type: Article
Times cited : (44)

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    • Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation
    • Dickey, M. D. 2006. Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55: 253 - 273. doi: 10.1007/s11423-006-9004-7
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    • Student's behavior playing an online information literacy game
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    • Markey, K., Leeder, C., & St. Jean, B. (2011). Student's behavior playing an online information literacy game. Journal of Information Literacy, 5, 46-65. Retrieved from http://www.ojs.lboro.ac.uk/ojs/index.php/JIL/article/view/PRA-V5-I2-2011-3
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    • Gamification: A new way to shape behavior
    • May-June
    • Swan, C. (2012, May-June). Gamification: A new way to shape behavior. Communication World, 29, 13-14.
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.