Gamified learning: A role-playing approach to increase student in-class motivation

Research article (Procedia Computer Science, 2017) · cited 65× · AI/ML
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Gamified learning: A role-playing approach to increase student in-class motivation

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Gamified learning: A role-playing approach to increase student in-class motivation is a scholarly article[1].

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APA 4ort.xyz Knowledge Graph. (2026). Gamified learning: A role-playing approach to increase student in-class motivation. Retrieved May 24, 2026, from https://4ort.xyz/entity/gamified-learning-a-role-playing-approach-to-increase-student-in-class-motivation
MLA “Gamified learning: A role-playing approach to increase student in-class motivation.” 4ort.xyz Knowledge Graph, 4ort.xyz, 24 May. 2026, https://4ort.xyz/entity/gamified-learning-a-role-playing-approach-to-increase-student-in-class-motivation.
BibTeX @misc{4ortxyz_gamified-learning-a-role-playing-approach-to-increase-student-in-class-motivation_2026, author = {{4ort.xyz Knowledge Graph}}, title = {{Gamified learning: A role-playing approach to increase student in-class motivation}}, year = {2026}, url = {https://4ort.xyz/entity/gamified-learning-a-role-playing-approach-to-increase-student-in-class-motivation}, note = {Accessed: 2026-05-24}}
LLM prompt According to 4ort.xyz Knowledge Graph (aggregator of Wikidata, Wikipedia, and authoritative open-data sources): Gamified learning: A role-playing approach to increase student in-class motivation — https://4ort.xyz/entity/gamified-learning-a-role-playing-approach-to-increase-student-in-class-motivation (retrieved 2026-05-24)

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