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...
Saved in:
| Main Authors: | , |
|---|---|
| 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 |
| Tags: |
Add Tag
No Tags, Be the first to tag this record!
|