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Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
(World Academy of Research in Science and Engineering, 2020)
Current educational gamifiers are based on the application of semi-formal and non-formal platforms to lead to more flexible learning in the current pandemic context. Given this, we propose the objective of investigating ...
Students e-learning access in select higher learning institutions of less-economically developed south east asian nations: Implications for economics of education
(Universidad de Almería, 2021)
Because of the growing pandemic of Corona Virus Disease-2019, Higher Education Institutions (HEIs) must utilize electronic learning (e-learning). Today's work economy, which is forever in flux because of the creation of ...