Ocean literacy gamified: A systematic evaluation of the effect of game elements on students’ learning experience

Leitão, R, Maguire, M, Turner, S et al. (2 more authors) (2022) Ocean literacy gamified: A systematic evaluation of the effect of game elements on students’ learning experience. Environmental Education Research, 28 (2). pp. 276-294. ISSN 1350-4622

Abstract

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Authors/Creators:
  • Leitão, R
  • Maguire, M
  • Turner, S
  • Arenas, F
  • Guimarães, L
Copyright, Publisher and Additional Information: © 2021 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Keywords: Gamification; ocean literacy; educational technologies; cognitive learning; motivation
Dates:
  • Accepted: 23 September 2021
  • Published (online): 14 October 2021
  • Published: February 2022
Institution: The University of Leeds
Academic Units: The University of Leeds > Faculty of Arts, Humanities and Cultures (Leeds) > School of Design (Leeds)
Depositing User: Symplectic Publications
Date Deposited: 27 Oct 2021 16:07
Last Modified: 14 Jul 2022 10:40
Status: Published
Publisher: Routledge
Identification Number: https://doi.org/10.1080/13504622.2021.1986469
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