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Gamifying learning for learners

Abstract The majority of user models in gamification are based on user’s gamer personality. However, the motivations driving individuals’ learning behavior differ from their motivations when playing. There is no evidence that learners’ experiences in gamified activities are described by these models...

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Bibliografiske detaljer
Principais autores: Christo Dichev, Darina Dicheva, Keith Irwin
Format: Artigo
Sprog:Inglês
Udgivet: SpringerOpen 2020-10-01
Serier:International Journal of Educational Technology in Higher Education
Fag:
Online adgang:http://link.springer.com/article/10.1186/s41239-020-00231-0
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