Examining the Influence of Gamification on the Enjoyment, Engagement, and Motivation of Secondary School Students: A Case Study of Vevox
This paper attempts to investigate the impact of a game-based learning using an application “VEVOX” on learners’ enjoyment, engagement, and motivation. Using a quantitative method, a total of 80 participants from Secondary School completed a questionnaire on the impact of gamification approach on learners’ enjoyment, engagement, and motivation. Data was coll
International Journal of Current Educational Studies2y ago