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
Hauptverfasser: Pradana, Fajar, Setyosari, Punaji, Ulfa, Saida U, Hirashima, Tsukasa, Pinandito, Aryo, Rokhmawati, Retno Indah, Iriani, Nur Ida
Format: Journal Article
Sprache:Englisch
Veröffentlicht: Champaign Common Ground Research Networks 2024
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ISSN:1835-9795, 2475-9686
Online-Zugang:Volltext
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