Survey Gamification: Engaging Generation Z

IF 1.2 Q2 EDUCATION & EDUCATIONAL RESEARCH
Andra Antal-Berbecaru, Alexia Larchen Costuchen, Soumyabrata Dev
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引用次数: 0

Abstract

This paper is about the development of a gamified application tailored to Generation Z (population born between 1997 and 2012) as an alternative to the text-based LimeSurvey (formerly PHPSurveyor)....
调查游戏化:吸引 Z 世代
本文介绍了针对Z世代(1997年至2012年间出生的人群)开发的游戏化应用程序,以替代基于文本的LimeSurvey(前身为PHPSurveyor)....。
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来源期刊
COMPUTERS IN THE SCHOOLS
COMPUTERS IN THE SCHOOLS EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
2.40
自引率
11.10%
发文量
23
期刊介绍: Under the editorship of D. LaMont Johnson, PhD, a nationally recognized leader in the field of educational computing, Computers in the Schools is supported by an editorial review board of prominent specialists in the school and educational setting. Material presented in this highly acclaimed journal goes beyond the “how we did it” magazine article or handbook by offering a rich source of serious discussion for educators, administrators, computer center directors, and special service providers in the school setting. Articles emphasize the practical aspect of any application, but also tie theory to practice, relate present accomplishments to past efforts and future trends, identify conclusions and their implications.
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