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Introduction to the Use of Gamification in Higher Education: Part 1 | Academic Technology Solutions

Introduction to the Use of Gamification in Higher Education: Part 1 | Academic Technology Solutions

Most people, when they think about gamers, picture teenage boys who are so addicted to games that they are glued to their computers. But the actual statistics show that the population of adult women gamers outnumbers that of males under 18. This means that games have a wide appeal, and everyone has the capacity to derive joy from games if they are well designed and engaging. The same applies to learning. In fact, a simple comparison (Table 1)...

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