The Effectiveness of Gamification for Students' Engagement in Technical and Vocational Education and Training
DOI: https://doi.org/10.14569/IJACSA.2022.0130920
Abstract
Keywords
How to Cite this Article
Samah, L. A., Ismail, A., & Hasan, M. K. (2022). The Effectiveness of Gamification for Students' Engagement in Technical and Vocational Education and Training. International Journal of Advanced Computer Science and Applications, 13(9). https://doi.org/10.14569/IJACSA.2022.0130920
Samah, Laily Abu, et al.. "The Effectiveness of Gamification for Students' Engagement in Technical and Vocational Education and Training." International Journal of Advanced Computer Science and Applications, vol. 13, no. 9, 2022, https://doi.org/10.14569/IJACSA.2022.0130920.
@article{Samah2022,
title = {The Effectiveness of Gamification for Students' Engagement in Technical and Vocational Education and Training},
journal = {International Journal of Advanced Computer Science and Applications},
volume = {13},
number = {9},
year = {2022},
publisher = {The Science and Information Organization},
author = {Laily Abu Samah and Amirah Ismail and Mohammad Kamrul Hasan},
doi = {10.14569/IJACSA.2022.0130920},
url = {https://doi.org/10.14569/IJACSA.2022.0130920}
}
Open Access — licensed under a Creative Commons Attribution 4.0 International License. Unrestricted use, distribution, and reproduction in any medium, even commercially, as long as the original work is properly cited.