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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Bibliografiska uppgifter
Huvudupphovsmän: Noor Effendy, Muhamad Fadly Shah, Tham, May Ling, Tam, Xi Yuan, Rozilah, Megat Mohamad Irfan, Chew, Han Hoong, Saad, Wan Zuhainis
Materialtyp: Conference or Workshop Item
Språk:English
Publicerad: UTM Academic Leadership (UTMLead), Universiti Teknologi Malaysia 2016
Länkar:http://psasir.upm.edu.my/id/eprint/57985/1/25-8.pdf
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