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...

詳細記述

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書誌詳細
主要な著者: Noor Effendy, Muhamad Fadly Shah, Tham, May Ling, Tam, Xi Yuan, Rozilah, Megat Mohamad Irfan, Chew, Han Hoong, Saad, Wan Zuhainis
フォーマット: Conference or Workshop Item
言語:English
出版事項: UTM Academic Leadership (UTMLead), Universiti Teknologi Malaysia 2016
オンライン・アクセス:http://psasir.upm.edu.my/id/eprint/57985/1/25-8.pdf
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