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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Bibliografische gegevens
Hoofdauteurs: Abdul Halim, Fauziah Saadah (Auteur), Ahmad Buhari, Turisiana (Auteur)
Formaat: Boek
Gepubliceerd in: UiTM Press, 2022-01.
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