Gamification to enhance motivation and engagement in blended eLearning for technical and vocational education and training

dc.contributor.authorJayalath, Janaka
dc.contributor.authorEsichaikul, Vatcharaporn
dc.date.accessioned2024-05-28T08:56:00Z
dc.date.available2024-05-28T08:56:00Z
dc.date.issued2022
dc.description.abstract
dc.identifier.doi10.1007/s10758-020-09466-2
dc.identifier.issn2211-1670
dc.identifier.issn2211-1662
dc.identifier.urihttps://irf.fhnw.ch/handle/11654/43196
dc.language.isoen
dc.publisherSpringer
dc.relation.ispartofTechnology, Knowledge and Learning
dc.subject.ddc330 - Wirtschaft
dc.titleGamification to enhance motivation and engagement in blended eLearning for technical and vocational education and training
dc.type01A - Beitrag in wissenschaftlicher Zeitschrift
dc.volume27
dspace.entity.typePublication
fhnw.InventedHereYes
fhnw.ReviewTypeAnonymous ex ante peer review of a complete publication
fhnw.affiliation.hochschuleHochschule für Wirtschaftde_CH
fhnw.affiliation.institutInstitut für Unternehmensführungde_CH
fhnw.openAccessCategoryClosed
fhnw.pagination91-118
fhnw.publicationStatePublished
relation.isAuthorOfPublicationa919e52a-ed5f-478f-aa2d-b54d5f6d2202
relation.isAuthorOfPublication.latestForDiscoverya919e52a-ed5f-478f-aa2d-b54d5f6d2202
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