Liheng Yu
Biographic Data
| ID | 3715995 |
|---|---|
| NAME | Liheng Yu |
| GIVEN NAMES | Liheng |
| FAMILY NAME | Yu |
| SIGNATURE | YU L |
| AFFILIATIONS | University of Birmingham |
| ORCID | 0000-0001-8022-3711 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 1 |
Examining Factors That Influence Learner Retention in Moocs During the Covid-19 Pandemic Time
Massive Open Online Courses have become a frequent platform for learners to acquire knowledge. This study aims to explore multiple factors influencing learner retention in MOOCs during the COVID-19 pandemic. To address this, we collected quantitative and qualitative data from questionnaires and qualitative data from interviews and then analyzed them through the Partial Least Square–Structural Equation Modeling to test 14 research hypotheses. The …
A Content Analysis and Meta-Analysis on the Effects of Classcraft on Gamification Learning Experiences in terms of Learning Achievement and Motivation
Classcraft has become an attractive gamification choice that turns classes into motivating and joyful role-playing experiences. Based on the content analysis and meta-analysis, this study aims to investigate the efficiency of Classcraft in terms of optimal gamification learning experiences associated with learning achievement and motivation. After the identification, screening, eligibility, and inclusion processes, we have found that learning ach…
A Content Analysis and Meta-Analysis on the Effects of Classcraft on Gamification Learning Experiences in terms of Learning Achievement and Motivation
Classcraft has become an attractive gamification choice that turns classes into motivating and joyful role-playing experiences. Based on the content analysis and meta-analysis, this study aims to investigate the efficiency of Classcraft in terms of optimal gamification learning experiences associated with learning achievement and motivation. After the identification, screening, eligibility, and inclusion processes, we have found that learning ach…
A Content Analysis and Meta-Analysis on the Effects of Classcraft on Gamification Learning Experiences in terms of Learning Achievement and Motivation
Classcraft has become an attractive gamification choice that turns classes into motivating and joyful role-playing experiences. Based on the content analysis and meta-analysis, this study aims to investigate the efficiency of Classcraft in terms of optimal gamification learning experiences associated with learning achievement and motivation. After the identification, screening, eligibility, and inclusion processes, we have found that learning ach…
Examining Factors That Influence Learner Retention in Moocs During the Covid-19 Pandemic Time
Massive Open Online Courses have become a frequent platform for learners to acquire knowledge. This study aims to explore multiple factors influencing learner retention in MOOCs during the COVID-19 pandemic. To address this, we collected quantitative and qualitative data from questionnaires and qualitative data from interviews and then analyzed them through the Partial Least Square–Structural Equation Modeling to test 14 research hypotheses. The …
Psychology (2 works) · 2019-20 coronavirus outbreak (1 work) · E-Learning and COVID-19 (1 work) · Educational Games and Gamification (1 work) · Inclusion (mineral (1 work) · Intrinsic motivation (1 work) · Mathematics (1 work) · Mathematics education (1 work) · Medicine (1 work) · Motivation to learn (1 work)