Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU

Antara Mahanta Barua, Sruti Sruba Bharali

Open source

DOI
10.1108/aaouj-01-2023-0001
Published
2023-09-29
Container
Asian Association of Open Universities Journal
Publisher
Emerald
Open access
unknown

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BibTeX

@article{allodium:10.1108/aaouj-01-2023-0001,
  title = {Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU},
  author = {Antara Mahanta Barua and Sruti Sruba Bharali},
  year = {2023},
  journal = {Asian Association of Open Universities Journal},
  doi = {10.1108/aaouj-01-2023-0001},
  url = {https://doi.org/10.1108/aaouj-01-2023-0001}
}

RIS

TY  - JOUR
TI  - Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU
AU  - Antara Mahanta Barua
AU  - Sruti Sruba Bharali
PY  - 2023
JO  - Asian Association of Open Universities Journal
DO  - 10.1108/aaouj-01-2023-0001
UR  - https://doi.org/10.1108/aaouj-01-2023-0001
ER  - 

APA

Barua, A. M., & Bharali, S. S. (2023). Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU. Asian Association of Open Universities Journal. https://doi.org/10.1108/aaouj-01-2023-0001

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