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2011
This chapter introduces games-based e-learning as a means of providing enriching and stimulating learning experiences within higher education and training. It highlights how e-learning has evolved and the developments that have opened the way for games-based e-learning, giving examples of specific applications.
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This chapter introduces games-based e-learning as a means of providing enriching and stimulating learning experiences within higher education and training. It highlights how e-learning has evolved and the developments that have opened the way for games-based e-learning, giving examples of specific applications.
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2024 International Conference on System, Computation, Automation and Networking (ICSCAN)
S. Kumarakrishnan +3 more
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S. Kumarakrishnan +3 more
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