Using a gamified mobile app to increase student engagement, retention and academic achievement
Crossref DOI link: https://doi.org/10.1186/s41239-017-0069-7
Published Online: 2017-08-04
Published Print: 2017-12
Update policy: https://doi.org/10.1007/springer_crossmark_policy
Pechenkina, Ekaterina http://orcid.org/0000-0001-6997-6974
Laurence, Daniel
Oates, Grainne
Eldridge, Daniel
Hunter, Dan
Funding for this research was provided by:
Swinburne University of Technology (NA)
License valid from 2017-08-04