Author: Thuy-Linh Nguyen
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Technologies to enhance students’ experience

Gamification has been found a proven method to motive and engage students in classroom (Dicheva, Dichev, Agre & Angelova 2015, Chou 2014, Baer 2018). Tools such as Kahoot!, Quizizz, Socrative, Mentimeter, Quitch… share the same philosophy in their inclusive, user-centre design, which provides a learning experience that taps into the universal desire for growth, inclusion…

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