Higher education is facing new challenges as a growing proportion of higher education learning is occurring online. In fact, as of Fall 2012, 7.1 million students were taking one online course, indicating that 1 in 3 courses are now occurring online, and this number continues to grow. In order to increase the success of student outcomes, and increase degree completion for online students, we need to employ educational interventions that facilitate mastery of key concepts, particularly in introductory and “weed-out” courses — the most common type that are taken online. SmashFact offers one solution designed to decrease barriers to learning for both students and instructors.
"Gamifying Course Content with SmashFact,"
Internet Learning: Vol. 3
, Article 4.
Available at: http://digitalcommons.apus.edu/internetlearning/vol3/iss2/4
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