© 2021 All rights Reserved. Ritassida Mamadou Djiguimde
Blake, B. (2015). Worry about wearables. IEEE Internet Computer, 19(5), 4-5.
Campbell, J., DeBlois, P., & Oblinger, D. (2007). Academic analytics: A new tool for a new era. Educause Review, 42(4), 40–57. Retrieved from https://net.educause.edu/ir/library/pdf/ERM0742.pdf
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). New York, NY: ACM.
Dichev, C. & Dicheva. D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. Int J Educ Technol High Educ 14,(9) 2-39.
Duin, H.A., & Tham, J. (2020). The current state of analytics: Implications for Learning Management System (LMS) Use in Writing Pedagogy. Computers and Composition, 55,1-23. Retrieved from https://educationaltechnologyjournal.springeropen.com/articles/10.1186/s41239-017-0042-5
Flaherty, C. (2018). Should professors teach more to avoid program cuts? Insider Higher Ed. Retrieved from https://www.insidehighered.com/news/2018/11/01/when-institutions-look-teaching-loads-instead-academic-program-cuts-face-budget
Foreman, S. (2018). The LMS guidebook: Learning management systems demystified. ATD Press: VA, USA.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. In 47th Hawaii International Conference on System Sciences, Hawaii, USA (pp. 3025–3034).