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Game on student' perceptions of gamified learning
Patrick Buckley
,
Elaine Doyle
, Shane Doyle
Department of Management & Marketing
Lero – the Research Ireland Centre for Software
Department of Accounting & Finance
MCCP
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Social Sciences
Gamification
100%
Learning Experiences
100%
Educational Environment
50%
Focus Group
50%
Group Dynamics
50%
Computer Science
Student Perception
100%
Learning Experiences
50%
Gamification
50%
Student Engagement
25%