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Using ontology and gamification to improve students’ participation and motivation in CSCL (2018)

  • Authors:
  • USP affiliated authors: ISOTANI, SEIJI - ICMC
  • USP Schools: ICMC
  • DOI: 10.1007/978-3-319-97934-2_11
  • Subjects: ROTEIROS; MOTIVAÇÃO; JOGOS EDUCATIVOS; MODELOS DE APRENDIZAGEM; ONTOLOGIA; COOPERAÇÃO
  • Keywords: Gamification; CSCL
  • Language: Inglês
  • Imprenta:
  • Source:
  • Conference titles: International Workshop on Social, Semantic, Adaptive and Gamification Techniques and Technologies for Distance Learning - HEFA
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    Informações sobre o DOI: 10.1007/978-3-319-97934-2_11 (Fonte: oaDOI API)
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    • ABNT

      CHALLCO, Geiser Chalco; MIZOGUCHI, Riichiro; ISOTANI, Seiji. Using ontology and gamification to improve students’ participation and motivation in CSCL. Communications in Computer and Information Science[S.l: s.n.], 2018.Disponível em: DOI: 10.1007/978-3-319-97934-2_11.
    • APA

      Challco, G. C., Mizoguchi, R., & Isotani, S. (2018). Using ontology and gamification to improve students’ participation and motivation in CSCL. Communications in Computer and Information Science. Cham, Switzerland: Springer Nature Switzerland AG. doi:10.1007/978-3-319-97934-2_11
    • NLM

      Challco GC, Mizoguchi R, Isotani S. Using ontology and gamification to improve students’ participation and motivation in CSCL [Internet]. Communications in Computer and Information Science. 2018 ; 832 174-191.Available from: http://dx.doi.org/10.1007/978-3-319-97934-2_11
    • Vancouver

      Challco GC, Mizoguchi R, Isotani S. Using ontology and gamification to improve students’ participation and motivation in CSCL [Internet]. Communications in Computer and Information Science. 2018 ; 832 174-191.Available from: http://dx.doi.org/10.1007/978-3-319-97934-2_11

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