The Perceived Usefulness of Gamified E-Learning: A Study of Undergraduate Students With Implications for Higher Education
Gamification is about applying gaming strategies and game elements to improve learning, and thus, making it more engaging for individuals. The application of gamification in higher education aims to incentivize students and is said to improve the efficiency of self-paced learning. The study aims to...
Main Authors: | , |
---|---|
Format: | Article |
Language: | English |
Published: |
Frontiers Media S.A.
2022-07-01
|
Series: | Frontiers in Education |
Subjects: | |
Online Access: | https://www.frontiersin.org/articles/10.3389/feduc.2022.945536/full |