Gamification is the process of implementing game mechanics into non-gaming context to engage users and solve problems. Points, badges, a leaderboard, challenges, and rewards are examples of game mechanics. Gamification does not create real games but uses game techniques to engage students toward comprehensive learning. Global Education Gamification Market to grow at a CAGR of 64.34% over the period 2014-2019. View more details @ http://www.bigmarketresearch.com/global-education-gamification-research-report-2015-2019-market
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