Gamification in Higher Education: Tapping into Student Motivation and Engagement
Comm100
FEBRUARY 6, 2024
billion by 2032. From fitness apps that turn exercise into a game to work environments that use game-like rewards, this concept is everywhere and still spreading its wings. In fact, the global gamification market size is projected to surpass $116.68 It’s also changing how we learn, especially in schools and colleges.
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