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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Auteurs principaux: Darina Dicheva (Auteur), Keith Irwin (Auteur), Christo Dichev (Auteur)
Format: Livre
Publié: Serious Games Society, 2019-09-01T00:00:00Z.
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3rd Floor Main Library

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