Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance.
Learners in the higher education context who engage with computer‐based gamified learning systems often experience the novelty effect: a pattern of high activity during the gamified system's introduction followed by a drop in activity a few weeks later, once its novelty has worn off. We applied a tw...
| Publicado en: | Journal of Computer Assisted Learning Vol. 36; no. 2; pp. 128 - 147 |
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| Autores principales: | , , , |
| Formato: | pictorial research tables/charts Journal Article |
| Publicado: |
Wiley-Blackwell
Apr2020
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| Acceso en línea: | Ver este registro en EBSCOhost |