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Gamification and Design Thinking in Higher Education

Gamification and Design Thinking in Higher Education

Case Studies for Instructional Innovation in the Economics Classroom

Contenu

This book analyzes the use of gamification and design thinking in Higher Education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students.

Informations bibliographiques

mai 2025, env. 104 pages, Routledge Research in Higher Education, Anglais
Taylor and Francis
978-1-032-67541-1

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