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Gamification in Virtual Learning in Tertiary Classrooms
Sumie Chan
,
Noble Lo
Division of Languages and Communication (LC)
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Keyphrases
Gamification
100%
Virtual Learning Environment
100%
Tertiary Classrooms
100%
Course Development
50%
University Students
25%
Hong Kong
25%
Learning Experience
25%
Educators
25%
Educational Institutions
25%
Course Assessment
25%
Language Subjects
25%
Game Tools
25%
Classroom Learning
25%
Game-based Learning
25%
Technological Training
25%
Virtual Classroom
25%
Technological Literacy
25%
Interactive Learning
25%
Received Support
25%
Equipment Support
25%
Psychological Behavior
25%
Motivational Forces
25%
Physical Behavior
25%
Digital Learning
25%
Language Context
25%
Social Sciences
Electronic Learning
100%
Gamification
100%
University Students
25%
Psychology
25%
Hong Kong
25%
Learning Experience
25%
Restructuring
25%
Science Popularization
25%
Digital Education
25%
Computer Science
Gamification
100%
Virtual Learning Environments
100%
Learning Experiences
25%
Virtual Classroom
25%
game based learning
25%
Digital Education
25%
Psychology
Gamification
100%
Gaming
25%