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April 29, 2024Journal of Next-generation Convergence Information Services TechnologyOpen Access

Enhancing the Effects of E-Learning Based on Experiential Factors in Gamification's Challenge, Achievement, and Reward

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Authors

XHXIANGLIAN HANNamseoul UniversitySLSeungmin LeeKumoh National Institute of Technology

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Cite This Study

HAN et al. (2024) studied this question.

synapsesocial.com/papers/68e6d19eb6db64358764f7c6https://doi.org/10.29056/jncist.2024.04.06
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Also Consider

Synapse has enriched 2 closely related papers on similar clinical questions. Consider them for comparative context:

  1. 1Gamification. using game-design elements in non-gaming contexts2011 · 2,402 citations
  2. 2Improving Immersion in E-Learning Using Gamification2023 · 1 citations