Exploring Learners Experience of Gamified Practicing: For Learning or for Fun?

Gamification in education primarily aims at increasing learners' motivation to engage in given learning activities and thereby promote desired learning behaviors. Despite its potential and the increasing number of gamified systems their success is still limited due to the fact that gamifying le...

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Bibliographic Details
Main Authors: Darina Dicheva (Author), Keith Irwin (Author), Christo Dichev (Author)
Format: Book
Published: Serious Games Society, 2019-09-01T00:00:00Z.
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3rd Floor Main Library

Holdings details from 3rd Floor Main Library
Call Number: A1234.567
Copy 1 Available