YÖK Bilgi Yönetim Sistemi'nden 2014-2015 verilerine dayanilarak edinilen bilgilere göre ülkemizde 63 adet üniversite ön lisans, lisans ve yüksek lisans düzeyinde uzaktan egitim vermekte ve bu uzaktan egitim programlarina toplam 73.507 ögrenci devam etmektedir. Uzaktan egitimde bu kadar çok ögrenci olmasi uzaktan egitim gören ögrencilerin motivasyonlari konusunu da gündeme getirmektedir. Oyun ögelerinin ve özelliklerinin, oyun amaçli olmayan bir yazilima kullanici deneyimini ve katilimini daha iyi hale getirmek için eklenmesine oyunlastirma denilmektedir (Domínguez, Saenz-de-navarrete, Fernández-sanz, & Pagés, 2013). Oyunlastirma uygulamalari birçok farkli alanda oldugu gibi egitimde de uygulanmaktadir. Literatürde oyunlastirmanin ta...
U ovom završnom radu objašnjava se ideja primjene mobilnog učenja u samostalnom i potpomognutom učen...
Mobile Learning (MoLearn) is a learning application created specifically to accommodate the learning...
This chapter presents quantitative research that analyzes gamification's effectiveness in a distance...
Distance education atau pembelajaran jarak jauh merupakan sebuah metode pembelajaran yang proses bel...
The COVID-19 pandemic has affected the learning system in academic institutions, with the transition...
Mobil teknolojilerde son yıllarda büyük gelismeler yasanmaktadır. Bu gelismeler göz önüne alındığınd...
Maģistra darbs “Spēļošanas elementu izmantošana tālmācības vidusskolas skolēnu motivācijā” ir izstrā...
Aplikacija izrađena u sklopu ovog završnog rada namijenjena je učenicima osnovne škole kao pomoć pri...
The diploma thesis deals with gamification and the use of gamification elements in a mobile applicat...
The COVID-19 affecting the whole world has also affected education. Education has changed from face-...
ABSTRAK Djatmiko, Miko. 2015. Penerapan Gamification pada Matakuliah Matematika Diskrit Skripsi. P...
Gamification has been widely adopted in many areas, including in the educational context. The studen...
E-Learning merupakan sistem pembelajaran yang didukung oleh penggunaan alat digital dan konten yang ...
Gamification is a term that has been found frequently in literature, especially since 2011. The most...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
U ovom završnom radu objašnjava se ideja primjene mobilnog učenja u samostalnom i potpomognutom učen...
Mobile Learning (MoLearn) is a learning application created specifically to accommodate the learning...
This chapter presents quantitative research that analyzes gamification's effectiveness in a distance...
Distance education atau pembelajaran jarak jauh merupakan sebuah metode pembelajaran yang proses bel...
The COVID-19 pandemic has affected the learning system in academic institutions, with the transition...
Mobil teknolojilerde son yıllarda büyük gelismeler yasanmaktadır. Bu gelismeler göz önüne alındığınd...
Maģistra darbs “Spēļošanas elementu izmantošana tālmācības vidusskolas skolēnu motivācijā” ir izstrā...
Aplikacija izrađena u sklopu ovog završnog rada namijenjena je učenicima osnovne škole kao pomoć pri...
The diploma thesis deals with gamification and the use of gamification elements in a mobile applicat...
The COVID-19 affecting the whole world has also affected education. Education has changed from face-...
ABSTRAK Djatmiko, Miko. 2015. Penerapan Gamification pada Matakuliah Matematika Diskrit Skripsi. P...
Gamification has been widely adopted in many areas, including in the educational context. The studen...
E-Learning merupakan sistem pembelajaran yang didukung oleh penggunaan alat digital dan konten yang ...
Gamification is a term that has been found frequently in literature, especially since 2011. The most...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
U ovom završnom radu objašnjava se ideja primjene mobilnog učenja u samostalnom i potpomognutom učen...
Mobile Learning (MoLearn) is a learning application created specifically to accommodate the learning...
This chapter presents quantitative research that analyzes gamification's effectiveness in a distance...