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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Bibliographic Details
Main Author: Lawrance, Paul Joseph (author)
Other Authors: Moreira, António (author), Santos, Carlos (author)
Format: article
Language:eng
Published: 2022
Subjects:
Online Access:http://hdl.handle.net/10773/34599
Country:Portugal
Oai:oai:ria.ua.pt:10773/34599