01647nas a2200229 a 450000500170000000800410001703500150005810000240007324501500009730000410024749000520028850001200034050200810046052005140054165000280105570000320108370000420111570000460115771000650120381000840126885600650135220260818094109.0210204s2019 th uu m rtt 0| a1eng d a.b123437051 aManandhar, Sudeep 10aDoes gamification enhance the learning performance of postgraduate students? :ba case study of management students in a multinational university a27 leaves :bill. +1 online resource1 aResearch studies project report ;vno. SM-19-11 aA research submitted in partial fulfillment of the requirements for the degree of Master of Business Administration aResearch Studies Project Report (MBA.) - Asian Institute of Technology, 2019 aThis 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.  0aGamificationxResearch 1 aIgel, Barbara,eChairperson1 aShah, Faiz H.,eExamination Committee1 aZimmermann, Willi,eExamination Committee2 aAsian Institute of Technology Fellowship,eScholarship Donor2 aAsian Institute of Technology.tResearch studies project report ;vno. SM-19-11 3Full-Textuhttp://203.159.5.9/ait-thesis/detail.php?q=B19463