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Content creation challenges and flow experience in educational games: The IT-Emperor case
ARTICLE

Internet and Higher Education Volume 8, Number 3, ISSN 1096-7516 Publisher: Elsevier Ltd

Abstract

Students increasingly demand more constructive online courses that not only provide information but also facilitate studying experiences. Educational games offer a viable strategy to this end. In this paper, the experiences of university students (

Citation

Kiili, K. (2005). Content creation challenges and flow experience in educational games: The IT-Emperor case. Internet and Higher Education, 8(3), 183-198. Elsevier Ltd. Retrieved July 17, 2019 from .

This record was imported from Internet and Higher Education on January 29, 2019. Internet and Higher Education is a publication of Elsevier.

Full text is availabe on Science Direct: http://dx.doi.org/10.1016/j.iheduc.2005.06.001

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