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The Effect of Integrating Gamification Elements in Blended Learning Environments

dc.contributor.authorMeşe, Can
dc.contributor.authorDURSUN, ÖZCAN ÖZGÜR
dc.contributor.orcid0000-0002-9759-7055
dc.contributor.orcid0000-0002-5866-5748
dc.date.accessioned2025-11-13T22:49:11Z
dc.date.issued2016-03-21
dc.identifier.endpage2203
dc.identifier.issue1
dc.identifier.openalexW2504263088
dc.identifier.startpage2201
dc.identifier.urihttps://hdl.handle.net/11421/15418
dc.identifier.urihttps://www.learntechlib.org/p/171998/proceeding_171998.pdf
dc.identifier.volume2016
dc.language.isoen
dc.relation.ispartofSociety for Information Technology & Teacher Education International Conference
dc.rightsrestrictedAccess
dc.subjectComputer science
dc.subjectBlended learning
dc.subjectKnowledge management
dc.subjectHuman–computer interaction
dc.subjectMultimedia
dc.subjectEducational technology
dc.subjectPsychology
dc.subjectMathematics education
dc.titleThe Effect of Integrating Gamification Elements in Blended Learning Environments
dc.typeArticle
dspace.entity.typePublication
local.authorid.openalexA5063379113
local.authorid.openalexA5090068517

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