Students’ Acceptance of Gamification-Based e-Learning in Supporting Web Programming Instruction
The COVID-19 pandemic and the development of the digital age have transformed how students learn. The use of technology such as the internet, social media, and mobile devices also influences university learning activities. Students choose self-paced learning that enables them to study at anytime and...
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| Veröffentlicht in: | Ubiquitous learning Jg. 17; H. 2; S. 75 - 91 |
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| Hauptverfasser: | , , , , , , |
| Format: | Journal Article |
| Sprache: | Englisch |
| Veröffentlicht: |
Champaign
Common Ground Research Networks
2024
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| Schlagworte: | |
| ISSN: | 1835-9795, 2475-9686 |
| Online-Zugang: | Volltext |
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