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Gamification Strategies for Classroom Engagement by api-490177257 is a document available to read on EtoBox.
What is Gamification Strategies for Classroom Engagement about?
This document provides an overview of a student project exploring how gamification can be used in a grade 10 English classroom to improve engagement. The student researched apps like Kahoot! and Quizlet that incorporate game elements into learning. They considered how these gamified activities could support curriculum goals and be used for formative assessment. The hypothetical classroom context is a grade 10 English class, where gamification strategies may help assess prior knowledge and understanding in a
- Author
- api-490177257
- Language
- EN