http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
Practices and implementation of gamification in higher education
1 online resource ( xxi, 344 pages) : illustrations (chiefly color).
Introducing an online escape room to enhance students' database concepts / Sohail Malik, Baidaa Hamza Khudayer, Ragad M. Tawafak, Ghaliya Al-Farsi, Mohammed Waseem Ashfque -- Escape room for organisation design, international development of nude project / Irene Navarro-del Aguila, Jeronimo de Burgos-Jiménez -- Philosophy, theory and praxis: Gamification pedagogy in global higher education / Catherine Hayes -- Exploring the landscape of digital educational escape rooms: A bibliometric analysis and scoping review on contexts, purposes, and benefits / John Paul Miranda, Kathleya Vianca Habon -- Gamification of medical education using Blender software / Santhosh Kumar Rajamani, Radha Srinivasan Iyer.
Includes bibliographical references and index.
Hershey PA : Information Science Reference, 2024
Advances in educational technologies and instructional design