Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU

Purpose – The purpose of the case study is to investigate the perception of computer science learners at Krishna Kanta Handiqui State Open University (KKHSOU) regarding the use of gamification and to identify the challenges in implementing gamified teaching-learning processes in open and distance le...

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Bibliographic Details
Main Authors: Antara Mahanta Barua, Sruti Sruba Bharali
Format: Article
Language:English
Published: Emerald Publishing 2023-12-01
Series:AAOU Journal
Subjects:
Online Access:https://www.emerald.com/insight/content/doi/10.1108/AAOUJ-01-2023-0001/full/pdf