Does gamification enhance the learning performance of postgraduate students? : a case study of management students in a multinational university

By: Call Number: AIT RSPR no.SM-19-11 Contributor(s): Material type: SeriesSeries: Asian Institute of Technology. Research studies project report ; no. SM-19-11Description: 27 leaves : ill. +1 online resourceSubject(s): Online resources: Dissertation note: Research Studies Project Report (MBA.) - Asian Institute of Technology, 2019 Summary: This research aims to discover the enhance meant of learning performance through gamification of learning materials of past graduate students in School of Management. The research method is survey. Questionnaire have been collected and analyzed to find out that effects of gamification of a management subject has on the enhancement of learning on students. The research would contribute to understanding more about learning how gamification affects the process of learning and how learning is enhanced.
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67-Electronic Resource Asian Institute of Technology Library Archives AIT RSPR no.SM-19-11 (Browse shelf(Opens below)) Not for loan
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20-AIT Publication Asian Institute of Technology Library AIT Publications AIT RSPR no.SM-19-11 (Browse shelf(Opens below)) 1 Available 30050211029003

A research submitted in partial fulfillment of the requirements for the degree of Master of Business Administration

Research Studies Project Report (MBA.) - Asian Institute of Technology, 2019

This research aims to discover the enhance meant of learning performance through gamification of learning materials of past graduate students in School of Management. The research method is survey. Questionnaire have been collected and analyzed to find out that effects of gamification of a management subject has on the enhancement of learning on students. The research would contribute to understanding more about learning how gamification affects the process of learning and how learning is enhanced.

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