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A Model to Investigate Preference for Use of Gamification in a Learning Activity
2018
Australasian Journal of Information Systems
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamification. Education can benefit from gamification by improving the learning environment to make it more enjoyable and engaging for students. Factors that influence students' preference for use of gamification are identified. Students are surveyed on their experiences of playing a gamified quiz, named Quick Quiz, during class. Quick Quiz features several gamification elements such as points, progress
doi:10.3127/ajis.v22i0.1397
fatcat:zbccl5huevajlapoorynql2cky