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DC Field | Value | Language |
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dc.contributor.author | Suepphong Chernbumroong | en_US |
dc.contributor.author | Pradorn Sureephong | en_US |
dc.contributor.author | Yootthapong Tongpaeng | en_US |
dc.date.accessioned | 2019-08-05T04:31:55Z | - |
dc.date.available | 2019-08-05T04:31:55Z | - |
dc.date.issued | 2019-04-15 | en_US |
dc.identifier.other | 2-s2.0-85065092072 | en_US |
dc.identifier.other | 10.1109/ECTI-NCON.2019.8692228 | en_US |
dc.identifier.uri | https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85065092072&origin=inward | en_US |
dc.identifier.uri | http://cmuir.cmu.ac.th/jspui/handle/6653943832/65336 | - |
dc.description.abstract | © 2019 IEEE. The Massive Open Online Course (MOOC) is considered as a new education platform which supports learners in accessing information anytime anywhere. However, the high dropout rate is still a crucial problem for MOOCs which is linked to the uncertainties of learner motivation. Thus, gamification can be a potential concept which promotes motivation and engagement for learners. Previously, many researchers already implemented game elements such as points, badges, or leaderboard in online learning contexts. The adaptation of different game elements provides different results. It seems that there is no empirical method which provides a guideline or suggestions on how to select such gamification elements. This paper provides a game element selection method for developers. | en_US |
dc.subject | Arts and Humanities | en_US |
dc.subject | Computer Science | en_US |
dc.subject | Engineering | en_US |
dc.title | The gamification element selection method | en_US |
dc.type | Conference Proceeding | en_US |
article.title.sourcetitle | ECTI DAMT-NCON 2019 - 4th International Conference on Digital Arts, Media and Technology and 2nd ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering | en_US |
article.stream.affiliations | Chiang Mai University | en_US |
Appears in Collections: | CMUL: Journal Articles |
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