The effectiveness of gamification through classroom leaderboards for student engagement
Universities, researchers and practitioners are looking for effective ways to engage, enhance, and promote students' learning in the classroom. Gamification is the integration of game-like design elements into non-game context to motivate action, engage, and solve problems. This paper presents...
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| Hoofdauteurs: | Abdul Halim, Fauziah Saadah (Auteur), Ahmad Buhari, Turisiana (Auteur) |
|---|---|
| Formaat: | Boek |
| Gepubliceerd in: |
UiTM Press,
2022-01.
|
| Onderwerpen: | |
| Online toegang: | Link Metadata |
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