Gamification of Project Business Studies
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Publisher
Springer International Publishing
Link
https://link.springer.com/content/pdf/10.1007/978-3-030-90677-1_18
Reference25 articles.
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2. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: 15th International Academic MindTrek Conference: Envisioning Future Media Environments, New York, pp. 9–15 (2011)
3. Werbach, K.: (Re)Defining gamification: a process approach. In: Spagnolli, A., Chittaro, L., Gamberini, L. (eds,) Persuasive Technology. PERSUASIVE 2014. LNCS, vol. 8462, pp. 266–272. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-07127-5_23
4. Dichev, C., Dicheva, D.: Gamifying education: what is known, what is believed and what remains uncertain: a critical review. Int. J. Educ. Technol. High. Educ. 14(1), 1–36 (2017). https://doi.org/10.1186/s41239-017-0042-5
5. Buckley, P., Doyle, E.: Gamification and student motivation. Interact. Learn. Environ. 24(6), 1162–1175 (2016)
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