2022
DOI: 10.1080/14613808.2022.2042500
|View full text |Cite
|
Sign up to set email alerts
|

Gamification and mobile learning: innovative experiences to motivate and optimise music content within university contexts

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1

Citation Types

0
4
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
6
1
1

Relationship

0
8

Authors

Journals

citations
Cited by 11 publications
(4 citation statements)
references
References 42 publications
0
4
0
Order By: Relevance
“…The population is the entire object of research (Arikunto, 2011). The sample is part of the number and characteristics that the population possesses (Candel, 2022).…”
Section: Methodsmentioning
confidence: 99%
“…The population is the entire object of research (Arikunto, 2011). The sample is part of the number and characteristics that the population possesses (Candel, 2022).…”
Section: Methodsmentioning
confidence: 99%
“…This investigation was coordinated to perceive. The use of cells makes it more direct for students to learn, in understanding sociology learning material in auxiliary school (Soleh et al, 2024) (Candel, 2022). Can work in learning systems for schooling, accomplishment, support and inspiration during understudy educator preparing in subjects of Music Training and its didactics and in the overall setting of advanced education (Candel, 2022).…”
Section: A Introductionmentioning
confidence: 99%
“…The use of cells makes it more direct for students to learn, in understanding sociology learning material in auxiliary school (Soleh et al, 2024) (Candel, 2022). Can work in learning systems for schooling, accomplishment, support and inspiration during understudy educator preparing in subjects of Music Training and its didactics and in the overall setting of advanced education (Candel, 2022). With existing examination, the scientists will lead a quantitative review with the equation of the inquiry "Does the utilization of gamification learning media impact understudy action in human science learning?…”
Section: A Introductionmentioning
confidence: 99%
“…Moreover, M-Learning integrates gamification techniques, such as educational games, quizzes, and simulations, to create interactive and immersive learning experiences. This approach increases student motivation, participation, and knowledge retention by making the learning process enjoyable and engaging [16]. Furthermore, M-Learning platforms offer seamless assessment and feedback mechanisms.…”
Section: Introductionmentioning
confidence: 99%