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Ainur Issabek; Wilk Oliveira; Juho Hamari; Andrey Bogdanchikov – Smart Learning Environments, 2025
In recent years, gamification gained widespread adoption in education aiming to increase students' positive experiences (e.g., motivation, engagement, and flow state). However, the results of using gamification in education are still contradictory, challenging the community to comprehend the influence of individual factors on learners' experiences…
Descriptors: Gamification, Tests, Demography, Attention