A case study of applying gamification tools in business mathematics for higher education students

Empirical research was conducted on applying Gamification in Higher Education using the dynamics and mechanics of gaming in a non-game context of the subject Business Mathematics for undergraduate students. A case study was used as a method to collect data using questionnaires, observations, and int...

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Detalhes bibliográficos
Autor principal: Lawrance, Paul Joseph (author)
Outros Autores: Moreira, António (author), Santos, Carlos (author)
Formato: article
Idioma:eng
Publicado em: 2022
Assuntos:
Texto completo:http://hdl.handle.net/10773/34599
País:Portugal
Oai:oai:ria.ua.pt:10773/34599