Gamifications to engage students in higher education
Asian Studies | Curriculum and Instruction | Higher Education
Thinking, learning and training: Practical perspectives
Kan Siew Ning & Benson Soong
National Library Board
City or Country
TAN, Jayarani and SOCKALINGAM, N..
Gamifications to engage students in higher education. (2016). Thinking, learning and training: Practical perspectives. Research Collection Lee Kong Chian School Of Business.
Available at: http://ink.library.smu.edu.sg/lkcsb_research/5282
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