2022
DOI: 10.5604/01.3001.0015.8191
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Students' Learning and Gaming Preferences and their Expectations of Gamification

Abstract: Gamification is a relatively new concept that uses game elements in a non-game context. The use of gamification in education appears to increase students' cognitive load and performance levels. The objectives of this research were to identify a students profile, their gaming and learning preferences, and to explore students expectations of gamification in education. A descriptive study was opted for, and an online questionnaire was carried out with level 1-6, full-time, MCAST students. The survey included 271 … Show more

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