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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
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Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technolo
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A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learnin
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"This book is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculu