Crowdsourcing stem content for educational gamification

In this project, crowdsourcing science, technology, engineering and mathematics (STEM) content was used is to promote enjoyable, challenge-based English language learning to learners and instructors altogether. However, for this kind of facilitation to materialize is somehow vague as there is minima...

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Bibliographic Details
Main Authors: Azwin Arif, Abdul Rahim, Nor Yazi, Khamis, Mohd Shafeirul Zaman, Abd Majid, Arulselvi, Uthayakumaran, Nursyaheedah, Muhammad Isa
Format: Conference or Workshop Item
Language:English
Published: Universiti Malaysia Pahang 2018
Subjects:
Online Access:http://umpir.ump.edu.my/id/eprint/24489/1/9.1%20Crowdsourcing%20stem%20content%20for%20educational%20gamification.pdf
http://umpir.ump.edu.my/id/eprint/24489/
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