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...

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Bibliographic Details
Main Authors: Veronica Aguilos, Kevin Fuchs
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