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This manuscript reports the effects of gamification elements on primary and college students' motivation and learning.This mixed methods research reports two years of data collection of primary and college students' reflections, preand post-test results, and survey results as well as observations made by the author.Business communication classes and mathematics classes experienced gamification by introducing game elements and frameworks in the classrooms while maintaining the integrity of the learning outcomes.Students expressed increased motivation and engagement at both the primary and college level as well as improved learning.
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Stored only when both papers are in the corpus — 53 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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