Chen Lilan, Jianqi Zhong
Intelligent recommendation system for College English courses based on graph convolutional networks
Heliyon
social networking already demonstrated efficiency elearning gamification use gamethinking playful design nongame contexts shown potential motivational tool paper presents results testing social networking gamification undergraduate course comparing terms effect students academic achievement participation attitude effects gamification plugin deployed learning management system compared social networking site educational setting found approaches presented better performance traditional elearning approach terms academic achievement practical assignments came assessing knowledge traditional elearning approach better also challenging current assumptions participation rates scores remained low new tools although students attitudes positive