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dc.contributor.authorUğur, S.
dc.contributor.authorŞahin, Y. L.
dc.date.accessioned2019-10-18T19:02:55Z
dc.date.available2019-10-18T19:02:55Z
dc.date.issued2017
dc.identifier.isbn9781522526469 -- 1522526455 -- 9781522526452
dc.identifier.urihttps://dx.doi.org/10.4018/978-1-5225-2645-2.ch012
dc.identifier.urihttps://hdl.handle.net/11421/10903
dc.description.abstractMany researchers have given priority to the stimulation feature of the games. This concept can be stated to be not only as old as human history but also one of the trend activities. Therefore, many researchers have recently concentrated their attention on the term ''gamification". This term, which includes using the stimulating components of the games out of the game context, has provided items like badges, grading/scoring systems and leadership tables in the work and learning processes. Mostly, it increases stimulation level in the work and learning processes. When the important potential of gamification has been noticed, the number of gamificationintegrated applications has rapidly increased in both work and learning processes of individuals from various age groups. In this regard, this paper aims to review the literature in order to find out how and where gamification could be used in the management processes of open and distance learning systemsen_US
dc.language.isoengen_US
dc.publisherIGI Globalen_US
dc.relation.isversionof10.4018/978-1-5225-2645-2.ch012en_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.titleUsing gamification in open and distance learning: Management of learning and human resourcesen_US
dc.typebookParten_US
dc.relation.journalAdministrative Leadership in Open and Distance Learning Programsen_US
dc.contributor.departmentAnadolu Üniversitesien_US
dc.identifier.startpage289en_US
dc.identifier.endpage318en_US
dc.relation.publicationcategoryKitap Bölümü - Uluslararasıen_US


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