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  <titleInfo>
    <title>Does gamification enhance the learning performance of postgraduate students?</title>
    <subTitle>a case study of management students in a multinational university</subTitle>
  </titleInfo>
  <name type="personal">
    <namePart>Manandhar, Sudeep</namePart>
    <role>
      <roleTerm authority="marcrelator" type="text">creator</roleTerm>
    </role>
  </name>
  <name type="personal">
    <namePart>Igel, Barbara</namePart>
    <role>
      <roleTerm type="text">Chairperson</roleTerm>
    </role>
  </name>
  <name type="personal">
    <namePart>Shah, Faiz H.</namePart>
    <role>
      <roleTerm type="text">Examination Committee</roleTerm>
    </role>
  </name>
  <name type="personal">
    <namePart>Zimmermann, Willi</namePart>
    <role>
      <roleTerm type="text">Examination Committee</roleTerm>
    </role>
  </name>
  <name type="corporate">
    <namePart>Asian Institute of Technology Fellowship</namePart>
    <role>
      <roleTerm type="text">Scholarship Donor</roleTerm>
    </role>
  </name>
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  <genre authority="marc">series</genre>
  <genre authority="marc">technical report</genre>
  <originInfo>
    <place>
      <placeTerm type="code" authority="marccountry">th</placeTerm>
    </place>
    <dateIssued encoding="marc">2019</dateIssued>
    <issuance>continuing</issuance>
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  <language>
    <languageTerm authority="iso639-2b" type="code">eng</languageTerm>
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  <physicalDescription>
    <extent>27 leaves : ill. +1 online resource</extent>
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  <abstract>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. </abstract>
  <note>A research submitted in partial fulfillment of the requirements for the degree of Master of Business Administration</note>
  <note>Research Studies Project Report (MBA.) - Asian Institute of Technology, 2019</note>
  <subject authority="lcsh">
    <topic>Gamification</topic>
    <topic>Research</topic>
  </subject>
  <relatedItem type="series">
    <titleInfo>
      <title>Research studies project report ; no. SM-19-11</title>
    </titleInfo>
    <name type="corporate">
      <namePart>Asian Institute of Technology.</namePart>
      <namePart/>
    </name>
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  <identifier type="uri">http://203.159.5.9/ait-thesis/detail.php?q=B19463</identifier>
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    <url displayLabel="Full-Text">http://203.159.5.9/ait-thesis/detail.php?q=B19463</url>
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    <recordCreationDate encoding="marc">210204</recordCreationDate>
    <recordChangeDate encoding="iso8601">20260818094109.0</recordChangeDate>
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