GameLead: A gamified application to engage learners

This submissiondescribes the use of gamified learning to engage learners using a mobile/desktopapplication called “GameLead” in higher education. GameLead is easy to accessand use, and it encourages cognitive and social learning, to engage learners.

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Bibliographic Details
Main Authors: TAN, Jayarani, SOCKALINGAM, Nachamma Mrs Nachamma
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2015
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Online Access:https://ink.library.smu.edu.sg/lkcsb_research/5271
https://ink.library.smu.edu.sg/context/lkcsb_research/article/6270/viewcontent/GameLead.pdf
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Institution: Singapore Management University
Language: English
id sg-smu-ink.lkcsb_research-6270
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spelling sg-smu-ink.lkcsb_research-62702017-09-13T04:40:00Z GameLead: A gamified application to engage learners TAN, Jayarani SOCKALINGAM, Nachamma Mrs Nachamma This submissiondescribes the use of gamified learning to engage learners using a mobile/desktopapplication called “GameLead” in higher education. GameLead is easy to accessand use, and it encourages cognitive and social learning, to engage learners. 2015-12-01T08:00:00Z text application/pdf https://ink.library.smu.edu.sg/lkcsb_research/5271 https://ink.library.smu.edu.sg/context/lkcsb_research/article/6270/viewcontent/GameLead.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection Lee Kong Chian School Of Business eng Institutional Knowledge at Singapore Management University Asian Studies Business Curriculum and Instruction Higher Education
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Asian Studies
Business
Curriculum and Instruction
Higher Education
spellingShingle Asian Studies
Business
Curriculum and Instruction
Higher Education
TAN, Jayarani
SOCKALINGAM, Nachamma Mrs Nachamma
GameLead: A gamified application to engage learners
description This submissiondescribes the use of gamified learning to engage learners using a mobile/desktopapplication called “GameLead” in higher education. GameLead is easy to accessand use, and it encourages cognitive and social learning, to engage learners.
format text
author TAN, Jayarani
SOCKALINGAM, Nachamma Mrs Nachamma
author_facet TAN, Jayarani
SOCKALINGAM, Nachamma Mrs Nachamma
author_sort TAN, Jayarani
title GameLead: A gamified application to engage learners
title_short GameLead: A gamified application to engage learners
title_full GameLead: A gamified application to engage learners
title_fullStr GameLead: A gamified application to engage learners
title_full_unstemmed GameLead: A gamified application to engage learners
title_sort gamelead: a gamified application to engage learners
publisher Institutional Knowledge at Singapore Management University
publishDate 2015
url https://ink.library.smu.edu.sg/lkcsb_research/5271
https://ink.library.smu.edu.sg/context/lkcsb_research/article/6270/viewcontent/GameLead.pdf
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