On Using Gamification to Effectively Influence Student Activity in Online Learning Environments
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Summary
On Using Gamification to Effectively Influence Student Activity in Online Learning Environments is a doctoral thesis[1].
Key Facts
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments authored Paul Denny[2].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's instance of is recorded as doctoral thesis[3].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments was published by ResearchSpace@Auckland[4].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's copyright license is recorded as Creative Commons Attribution-NonCommercial-ShareAlike 3.0 New Zealand[5].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's country of origin is recorded as New Zealand[6].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments was released on 2017[7].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's main subject is computer science[8].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's work available at URL is recorded as https://researchspace.auckland.ac.nz/handle/2292/36428[9].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's title is recorded as On Using Gamification to Effectively Influence Student Activity in Online Learning Environments[10].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's copyright holder is recorded as Paul Denny[11].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's thesis submitted to is recorded as University of Auckland[12].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's on focus list of Wikimedia project is recorded as NZThesisProject[13].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's copyright status is recorded as copyrighted[14].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's online access status is recorded as open access[15].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's thesis committee member is recorded as Ewan David Tempero[16].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's thesis committee member is recorded as Dawn Garbett[17].
- On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's thesis submitted for degree is recorded as Doctor of Philosophy[18].
Body
Authorship and Creation
On Using Gamification to Effectively Influence Student Activity in Online Learning Environments authored Paul Denny[2]. It was published by ResearchSpace@Auckland[4].
Publication
On Using Gamification to Effectively Influence Student Activity in Online Learning Environments was released on 2017[7].
Subject and Themes
On Using Gamification to Effectively Influence Student Activity in Online Learning Environments's main subject is computer science[8].