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The Big Question!


Sources:

Chapman, J. & Rich, P. (2018). Does educational gamification improve student motivation? If so, which game elements work best? Journal of Education for Business, 93:7, 314-321.


Kocadere, S. A., & Çağlar, S. (2018). Gamification from Player Type Perspective: A Case Study. Educational Technology & Society, 21 (3), 12–22.


Lehman, R. & Conceicao, S. (2014). Motivating and retaining online students: Researched-based strategies that work. San Francisco, California: Jossey-Bass.


Lenhart, A., Kahne, J., Middaugh, E.et al. (2008). Teens, video games, and civics. Washington, DC: Pew Research Center.


Songer, R. & Miyata, K. (2014). A playful affordances model for gameful learning. Proceedings of the Second International Conference on technological ecosystems for enhancing multiculturality, 01 October 2014, 205-213.

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