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Periodical

A Moodle Plug-in for Gamified, Individualized Learning.

  • Source: Campus Technology Magazine; Jul2016, Vol. 29 Issue 7, p9-11, 3p

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Periodical

6 High-Impact Technologies in Higher Ed.

  • Source: Campus Technology Magazine; Apr2014, Vol. 27 Issue 8, p10-14, 5p

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Periodical

A Gamified, Self-Service Approach to Course Registration.

  • Source: Campus Technology Magazine; Jan/Feb2016, Vol. 29 Issue 3, Special section p36-38, 3p

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Periodical

9 ED TECH TRENDS TO WATCH IN 2015.

  • Source: Campus Technology Magazine; Jan/Feb2015, Vol. 28 Issue 5, p24-30, 7p

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Periodical

An LMS to Support 'Gameful' Learning.

  • Source: Campus Technology Magazine; Oct2016, Vol. 30 Issue 1, p32-34, 3p

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Periodical

Building a Go-to Resource on Innovation in Online Learning.

  • Source: Campus Technology Magazine; Mar/Apr2019, Vol. 32 Issue 3, p43-45, 3p

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Periodical

Achieving Student Success Through Gamification.

  • Source: Campus Technology Magazine; Nov/Dec2015, Vol. 29 Issue 2, p33-34, 2p

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Periodical

Crowdsourcing for Massive Engagement.

  • Source: Campus Technology Magazine; Oct2016, Vol. 30 Issue 1, p35-36, 2p

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Periodical

WHAT'S HOT, WHAT'S NOT 2014.

  • Source: Campus Technology Magazine; Jan2014, Vol. 27 Issue 5, p7-14, 8p

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Periodical

11 ED TECH TRENDS TO WATCH IN 2017.

  • Source: Campus Technology Magazine; Jan/Feb2017, Vol. 30 Issue 3, p20-28, 9p

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  • 1-10 of  21 results for "Gamification in learning"