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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Outros Autores: | , |
Formato: | article |
Idioma: | eng |
Publicado em: |
2022
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Assuntos: | |
Texto completo: | http://hdl.handle.net/10773/34599 |
País: | Portugal |
Oai: | oai:ria.ua.pt:10773/34599 |