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Research Reports

Gamification and working life cooperation in an e-learning environment

Posted on 06 Aug 2014 with 0 comments
Engagement and performance Multimedia Pedagogy

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Despite the importance of cooperation between education and the working life, there are substantial difficulties on the road. Gamification refers to introducing game elements into another domain. While there is evidence on the usefulness gamification in education, its potential in bridging education and working life is still untapped. This case study describes the development and execution of a game-based platform for working-life cooperation, acting as a knowledge-sharing platform between schools, students, and participating entrepreneurs.


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