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KEEPING STUDENTS ENGAGED THROUGH GAMIFICATION
Iris Maria Velez Osorio
Department of Organization Management
Research output
:
Contribution to conference
›
Paper
›
peer-review
Overview
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INIS
learning
100%
lectures
23%
design
15%
performance
15%
dynamics
15%
levels
7%
policy
7%
information
7%
data
7%
teaching
7%
interactions
7%
comparative evaluations
7%
inclusions
7%
construction
7%
peaks
7%
applications
7%
connections
7%
universities
7%
people
7%
statistics
7%
transformations
7%
aesthetics
7%
mechanics
7%
Computer Science
Gamification
100%
Learning Process
50%
Active Learning
25%
Learning Style
8%
Qualitative Data
8%
Social Connection
8%
Performance Difference
8%
Inclusive Curriculum
8%
Network Support
8%
Information Technology
8%
Social Sciences
Gamification
100%
Learning Process
50%
Comparative Study
8%
University Students
8%
Learning Style
8%
Educational Policy
8%
Social Interaction
8%
Descriptive Statistics
8%
Form of Learning
8%
Free Will
8%
Information Technology
8%
Public Speaking
8%
Keyphrases
Inclusive Curriculum
8%
Public Speaking
8%
Aesthetic Thinking
8%
Conceptual Content
8%
Free Will
8%
Good Design
8%
Content Design
8%
Educational Transformation
8%
Mechanics-based
8%
Game Aesthetics
8%
Lecture Class
8%
Pandemic Situation
8%
Student Differences
8%
Soft Skills
8%
Making Friends
8%
Class Dynamics
8%
Inclusive Classrooms
8%
Game Thinking
8%
Psychology
Gamification
100%
Social Interaction
8%
Free Will
8%
Information Technology
8%
Learning Style
8%