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results in raising learning outcomes and motivation in domains like health and economics, gamification is an auspicious …
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Gamification, or the use of game elements in non-game contexts, has become a popular and increasingly accepted method …/designer perspectives. Finally, few studies on gamification have used a conceptual framework to assess the impact on student engagement … course of one semester. Findings from applying a multidimensional framework suggest that the gamification approach taken was …
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This article interrogates how a particular conception of creativity: ‘wise humanising creativity' (WHC) is manifest within a virtual learning environment (VLE) with children and young people. It reports on the outcomes of C2Learn, a three-year European Commission funded project which...
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