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Annetta R. Dolowitz – ProQuest LLC, 2024
Since 2010, gamification, a concept and practice, gained attention in academic research. Results of its effectiveness were mixed and often lacked the use of grounded models or frameworks. Dichev et al. (2019b) proposed the existence of demotivational factors and highlighted two distinct sets of motivational drivers--one linked to game elements and…
Descriptors: Student Participation, Student Motivation, Gamification, Learning Activities