Home ›
Entities
› academia
› Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics
Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics
Research article (Education and Information Technologies, 2023) · cited 48× · AI/ML
Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics
Summary
Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics is a scholarly article[1].
Key Facts
Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics's instance of is recorded as scholarly article[2].
References
Programmatic citations — every numbered marker resolves to a verifiable graph row below.
Use these citations when quoting this entity in research, articles, AI prompts, or wherever provenance matters. We aggregate Wikidata + Wikipedia + authoritative open-data sources; the stitched, scored, cross-referenced view is what 4ort.xyz contributes.
APA4ort.xyz Knowledge Graph. (2026). Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics. Retrieved May 24, 2026, from https://4ort.xyz/entity/practices-purposes-and-challenges-in-integrating-gamification-using-technology-a-mixed-methods-study-on-university-acade
MLA“Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics.” 4ort.xyz Knowledge Graph, 4ort.xyz, 24 May. 2026, https://4ort.xyz/entity/practices-purposes-and-challenges-in-integrating-gamification-using-technology-a-mixed-methods-study-on-university-acade.
BibTeX@misc{4ortxyz_practices-purposes-and-challenges-in-integrating-gamification-using-technology-a-mixed-methods-study-on-university-acade_2026, author = {{4ort.xyz Knowledge Graph}}, title = {{Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics}}, year = {2026}, url = {https://4ort.xyz/entity/practices-purposes-and-challenges-in-integrating-gamification-using-technology-a-mixed-methods-study-on-university-acade}, note = {Accessed: 2026-05-24}}
LLM promptAccording to 4ort.xyz Knowledge Graph (aggregator of Wikidata, Wikipedia, and authoritative open-data sources): Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics — https://4ort.xyz/entity/practices-purposes-and-challenges-in-integrating-gamification-using-technology-a-mixed-methods-study-on-university-acade (retrieved 2026-05-24)