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GROUP TWO: GAMIFICATION IN HIGHER EDUCATION Peer-reviewed (mandatory): • Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments. 24(6), 1162-1175. h
GROUP TWO: GAMIFICATION IN HIGHER EDUCATION
Peer-reviewed (mandatory):
• Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments. 24(6), 1162-1175.
https://www.tandfonline.com/doi/full/10.1080/10494820.2014.964263
Popular press (choose one):
• Langille, A. (2017, September 12). How gamification can boost student success. The Conversation. Retrieved from https://theconversation.com/how-gamification-can-boost-student-success-81666
• Bogost, I. (2019, August 12). “Gamification Is Bullshit.” Ian Bogost. Retrieved from http://bogost.com/writing/blog/gamification_is_bullshit/
• Toyama, K. (2015, October 29). The looming gamification of higher ed. The Chronicle of Higher Education. Retrieved from https://www.chronicle.com/article/The-Looming-Gamification-of/233992