[PDF][PDF] Gamified Hands-on-Training in Business Information Systems: An Educational Design Experiment.
A Schüll, L Brocksieper, J Rössel - ICE-B, 2021 - scitepress.org
The Covid-19-pandemic confronted lecturers worldwide with the sudden necessity to
develop concepts suitable for distance education. Students' motivation became a crucial …
develop concepts suitable for distance education. Students' motivation became a crucial …
Penggunaan Scilab untuk memperkenalkan pada siswa SMK tentang dasar matematika dalam pemrograman komputer
E Supriyadi - GAUSS: Jurnal Pendidikan Matematika, 2020 - e-jurnal.lppmunsera.org
Masalah yang akan dibahas dalam penelitian ini adalah tentang matrik di jenjang sekolah
menengah kejuruan. Hal ini didasari dengan stigma bahwa matemtika di kalangan siswa …
menengah kejuruan. Hal ini didasari dengan stigma bahwa matemtika di kalangan siswa …
Gamified Self-paced E-Learning: Two Iterations of an Educational Design Experiment
A Schüll, L Brocksieper - International Conference on E-Business and …, 2021 - Springer
This paper contributes to research on gamified learning by providing lessons learned from a
gamified, self-paced, digital distant learning environment on business information systems. It …
gamified, self-paced, digital distant learning environment on business information systems. It …