Abstract:Gamification is a powerful technique for improving engagement and learning, which has been applied in many contexts, including education. In behavior analysis, a procedure that has also driven several applications in educational settings is Matching-to-Sample, especially in the context of the Stimulus Equivalence paradigm. Considering the potential benefits of the interaction between both fields, this study describes a gamified Matching-to-Sample software called “Miner Troubles” (MTs). The program shares the s… Show more
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