Synapse
⌘+K
Synapse
PulseExploreClubsResearchersJournals
Instagram
HomeClubsExplore
August 1, 2013

A discussion on introducing half-anonymity and gamification to improve students' motivation and engagement in classroom lectures

View Full Paper
Ask AI
Bookmark
Share

Authors

AOAsako OhnoKobe Design UniversityTYTakahiro YamasakiSumitomo Electric Industries (United States)KTKin‐ichiroh Tokiwa

Discussion

Loading...

Member takes

Implication

Key Points

Key points are not available for this paper at this time.

Cite This Study

Ohno et al. (2013) studied this question.

synapsesocial.com/papers/6a11ee9ec031bb6829a598d9https://doi.org/10.1109/r10-htc.2013.6669044
View Full Paper
Ask AI
Bookmark
Share

Also Consider

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

  1. 1The use of computer games as an educational tool: identification of appropriate game types and game elements1999 · 450 citations
  2. 2Using classroom communication systems to support interaction and discussion in large class settings2003 · 91 citations