Gamifying an ICT course: Influences on engagement and academic performance
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文摘
Combination of five gamification elements were used together to stimulate students. Qualitative and quantitative reflections from a gamified course were examined. Leaderboard and points worked on university students well but real gifts did not. Gamification played significant role on engagement-academic performance relation. Suggestions were made for the use of each gamification elements in real ICT class.

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