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Article: Incorporating Meaningful Gamification in a Blended Learning Research Methods Class: Examining Student Learning, Engagement, and Affective Outcomes

TitleIncorporating Meaningful Gamification in a Blended Learning Research Methods Class: Examining Student Learning, Engagement, and Affective Outcomes
Authors
Issue Date2016
PublisherASCILITE. The Journal's web site is located at http://www.ascilite.org.au/ajet/ajet.html
Citation
Australasian Journal of Educational Technology, 2016, v. 32 n. 5, p. 19-34 How to Cite?
Persistent Identifierhttp://hdl.handle.net/10722/223911
ISSN
2012 Impact Factor: 1.363

 

DC FieldValueLanguage
dc.contributor.authorTan, M-
dc.contributor.authorHew, KFT-
dc.date.accessioned2016-03-18T02:32:02Z-
dc.date.available2016-03-18T02:32:02Z-
dc.date.issued2016-
dc.identifier.citationAustralasian Journal of Educational Technology, 2016, v. 32 n. 5, p. 19-34-
dc.identifier.issn1449-3098-
dc.identifier.urihttp://hdl.handle.net/10722/223911-
dc.languageeng-
dc.publisherASCILITE. The Journal's web site is located at http://www.ascilite.org.au/ajet/ajet.html-
dc.relation.ispartofAustralasian Journal of Educational Technology-
dc.rightsCreative Commons: Attribution 3.0 Hong Kong License-
dc.titleIncorporating Meaningful Gamification in a Blended Learning Research Methods Class: Examining Student Learning, Engagement, and Affective Outcomes-
dc.typeArticle-
dc.identifier.emailHew, KFT: kfhew@hku.hk-
dc.identifier.authorityHew, KFT=rp01873-
dc.description.naturepublished_or_final_version-
dc.identifier.doi10.14742/ajet.2232-
dc.identifier.hkuros257310-
dc.identifier.volume32-
dc.identifier.issue5-
dc.identifier.spage19-
dc.identifier.epage34-
dc.publisher.placeAustralia-

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