21 results
Why Students Drop Out
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Classcraft: from gamification to ludicization
Personalized Learning – Part 3: Four Myths and Facts
Classcraft Teachers Report
Gamification and gameful approaches in education, business, and IT
Working in a group might be the best way to help kids meet individual goals
Can gamification or Game Based Learning via BYOD increase active engagement in learning activities for student’s age 8 – 11 years?
Motivating Computer Science Students Beyond Classwork with Games and Gamification
Gamification: Using game design and game elements in the EFL classroom
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