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Gamification in Informal Education Environments: A Case Study
Transforming Learning and IT Management through Gamification
Springer, Cham, January 2015
Edmond C. Prakash, Madhusudan Rao
The data shown below were compiled from readership statistics for 12 Mendeley readers of this research output. Click here to see the associated Mendeley record.
|Readers by professional status||Count||As %|
|Student > Master||4||33%|
|Student > Ph. D. Student||1||8%|
|Student > Bachelor||1||8%|
|Readers by discipline||Count||As %|
|Arts and Humanities||1||8%|