Please use this identifier to cite or link to this item: http://hdl.handle.net/11718/24705
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dc.contributor.advisorShukla, Kathan-
dc.contributor.authorBhaskar, Antra-
dc.contributor.authorSingla, Lakshay-
dc.date.accessioned2021-11-25T07:04:37Z-
dc.date.available2021-11-25T07:04:37Z-
dc.date.issued2020-
dc.identifier.urihttp://hdl.handle.net/11718/24705-
dc.description.abstractMany students perceive traditional teaching methods boring. Although teachers continuously seek novel instructional approaches, it is largely agreed that today’s institutions face major problems around student motivation and engagement (Lee & Hammer, 2011). During the lecture, many students engage in many other things than learning. To this end, several higher education institutions are looking for ways to boost the motivation of the students and commitment. The use of gamified form of learning in education not only helps the students in knowledge development but also helps in developing other skills like decision making, communication etc. Games have a remarkable motivational power; it uses many various mechanisms to let the person involved without much reward. It is basically the joy of playing and the possibility of winning that let people play games.en_US
dc.language.isoenen_US
dc.publisherIndian Institute of Management Ahmedabaden_US
dc.subjectTraditional education systemen_US
dc.subjectGamificationen_US
dc.subjectDecision makingen_US
dc.titleCan gamification process replace traditional education system in whole or in parten_US
dc.typeStudent Projecten_US
Appears in Collections:Student Projects

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