Evaluations to the gamification effectiveness of digital game-based adventure education course -- GILT

This study aimed to design a digital game-based adventure education (GILT) course for team-building purposes. The six traditional activities chose from adventure education were developed into six digital games and were integrated as a coherent face-to-face interactive course. In the course, particip...

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Bibliographic Details
Main Authors: Chang-Hsin Lin, Ju-Ling Shih
Format: Article
Language:English
Published: Italian e-Learning Association 2015-09-01
Series:Je-LKS : Journal of e-Learning and Knowledge Society
Subjects:
Online Access:https://www.je-lks.org/ojs/index.php/Je-LKS_EN/article/view/1068