Mighty Microbes

Gamification is used for students engagement, motivation, pique curiosity and instill interest. Once they are engage, highly motivated, they will learn. The Mighty Microbes are designed to engage learners in a form of game cards with augmented reality that facilitate learners in enhancing the unders...

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Bibliografische gegevens
Hoofdauteurs: Noor Effendy, Muhamad Fadly Shah, Tham, May Ling, Tam, Xi Yuan, Rozilah, Megat Mohamad Irfan, Chew, Han Hoong, Saad, Wan Zuhainis
Formaat: Conference or Workshop Item
Taal:English
Gepubliceerd in: UTM Academic Leadership (UTMLead), Universiti Teknologi Malaysia 2016
Online toegang:http://psasir.upm.edu.my/id/eprint/57985/1/25-8.pdf
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