MLA
Tan, Wee Hoe, et al. "Why Game-Based Learning Did Not Achieve What It Could Achieve: Challenges and Success Factors." Gamification in Education: Breakthroughs in Research and Practice, edited by Information Resources Management Association, IGI Global, 2018, pp. 482-499. https://doi.org/10.4018/978-1-5225-5198-0.ch026
APA
Tan, W. H., Neill, S., & Johnston-Wilder, S. (2018). Why Game-Based Learning Did Not Achieve What It Could Achieve: Challenges and Success Factors. In I. Management Association (Ed.), Gamification in Education: Breakthroughs in Research and Practice (pp. 482-499). IGI Global. https://doi.org/10.4018/978-1-5225-5198-0.ch026
Chicago
Tan, Wee Hoe, Sean Neill, and Sue Johnston-Wilder. "Why Game-Based Learning Did Not Achieve What It Could Achieve: Challenges and Success Factors." In Gamification in Education: Breakthroughs in Research and Practice, edited by Information Resources Management Association, 482-499. Hershey, PA: IGI Global, 2018. https://doi.org/10.4018/978-1-5225-5198-0.ch026
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