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Fulton, Jared N. – Online Submission, 2019
Gamification is a term first coined early in the 21st century, and the application of its principles has been seen in the business world. Department stores, convenient stores, airlines, and credit card companies have implemented loyalty points to keep customers buying their products. From the business world, to the daily lives of students,…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Self Determination
Thripp, Richard, Ed.; Sahin, Ismail, Ed. – Online Submission, 2020
"Proceedings of International Conference on Humanities, Social and Education Sciences" includes full papers presented at the International Conference on Humanities, Social and Education Sciences (iHSES) which took place on July 15-19, 2020 in Washington, DC, USA. The aim of the conference is to offer opportunities to share your ideas, to…
Descriptors: Social Sciences, Elementary Secondary Education, Humanities, Young Adults