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Ahmad, Adnan; Zeeshan, Farrukh; Marriam, Rutab; Samreen, Alia; Ahmed, Sohaib – Journal of Computing in Higher Education, 2021
Gamification--the use of game elements in serious contexts, has been prevalent to enhance users' motivation and engagement in difficult activities. In the literature related to higher education, the use of gamification has emerged as a new pedagogical approach in order to improve students' learning behaviors. On the other hand, traditional…
Descriptors: Outcomes of Education, Game Based Learning, Group Dynamics, Higher Education

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