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Ofosu-Ampong, Kingsley; Boateng, Richard; Anning-Dorson, Thomas; Kolog, Emmanuel A. – Education and Information Technologies, 2020
Integrating gamification in the learning process has become a significant factor in the success of teaching, learning, and research in higher education. Education can leverage gamification by enhancing learning management systems to make learning enjoyable and engaging for students. We, however, lack the underpinnings into factors affecting the…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Higher Education
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Ofosu-Ampong, Kingsley; Boateng, Richard; Kolog, Emmanuel A.; Anning-Dorson, Thomas – Journal of Information Systems Education, 2021
With a high attrition rate among students in online learning, educators and researchers have introduced gamified social media learning platforms which allow students to share their experiences, co-create knowledge, and collaboratively learn about computing principles. However, only a few studies have examined learners' motivations, antecedents,…
Descriptors: Student Motivation, Game Based Learning, Social Media, Psychological Needs