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Autor:
Vimala Judy Kamalodeen, Nalini Ramsawak-Jodha, Sandra Figaro-Henry, Sharon J. Jaggernauth, Zhanna Dedovets
Publikováno v:
Smart Learning Environments, Vol 8, Iss 1, Pp 1-24 (2021)
Abstract Popularly used in marketing and business, gamification has been gaining interest in educational contexts for its potential to invigorate otherwise mundane or difficult processes. A gamified environment transfers motivational elements of game
Externí odkaz:
https://doaj.org/article/323b3ca81aec4ddab181681f3184a086