Practices and Implementation of Gamification in Higher Education is a comprehensive book that explores the integration of gamification in tertiary education as
Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technolo
A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learnin
"This book is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculu