Using ontology and gamification to improve students’ participation and motivation in CSCL (2018)
Source: Communications in Computer and Information Science. Conference titles: International Workshop on Social, Semantic, Adaptive and Gamification Techniques and Technologies for Distance Learning - HEFA. Unidade: ICMC
Subjects: ONTOLOGIA, COOPERAÇÃO, ROTEIROS, MOTIVAÇÃO, JOGOS EDUCATIVOS, MODELOS DE APRENDIZAGEM
ABNT
CHALLCO, Geiser Chalco e MIZOGUCHI, Riichiro e ISOTANI, Seiji. Using ontology and gamification to improve students’ participation and motivation in CSCL. Communications in Computer and Information Science. Cham, Switzerland: Springer Nature Switzerland AG. Disponível em: https://doi.org/10.1007/978-3-319-97934-2_11. Acesso em: 08 nov. 2024. , 2018APA
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_11NLM
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.[citado 2024 nov. 08 ] Available from: https://doi.org/10.1007/978-3-319-97934-2_11Vancouver
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.[citado 2024 nov. 08 ] Available from: https://doi.org/10.1007/978-3-319-97934-2_11