Yayın:
Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study

dc.contributor.authorAYDIN, CENGİZ HAKAN
dc.contributor.authorCengiz Hakan Aydın
dc.contributor.orcid0000-0003-1566-4355
dc.contributor.orcid0000-0002-9186-1791
dc.date.accessioned2025-11-13T09:47:40Z
dc.date.issued2022-05-31
dc.identifier.doihttps://doi.org/10.17083/ijsg.v9i2.494
dc.identifier.endpage91
dc.identifier.issn2384-8766
dc.identifier.issue2
dc.identifier.openalexW4281719408
dc.identifier.startpage79
dc.identifier.urihttps://hdl.handle.net/11421/2212
dc.identifier.urihttps://doi.org/10.17083/ijsg.v9i2.494
dc.identifier.volume9
dc.language.isoen
dc.relation.ispartofInternational Journal of Serious Games
dc.rightsopenAccess
dc.subjectDistance education
dc.subjectExploratory research
dc.subjectSet (abstract data type)
dc.subjectOnline learning
dc.subjectComputer science
dc.subjectMathematics education
dc.subjectDropout (neural networks)
dc.subjectPsychology
dc.subjectMultimedia
dc.subjectSociology
dc.subject.sdg4
dc.titleDesign Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study
dc.typeArticle
dspace.entity.typePublication
local.authorid.openalexA5089874903

Dosyalar

Koleksiyonlar