2022
DOI: 10.25159/2663-5895/10352
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Jasperactive as a Gamification Tool for Motivation and Engagement in Adult Learners

Abstract: Gamification is the use of game elements in non-gaming contexts. This paper explored how gamification can be a motivation and engagement tool for adult learners in an End-user Computing (EUC) course. Due to their high workloads and limited practice opportunities, staff members at the University of Technology (UoT) struggled to find time to enhance their EUC skills. The researchers used the Jasperactive platform to teach EUC skills to adult learners. A conceptual framework using motivation and engagement theori… Show more

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