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Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?

Overview of attention for article published in International Journal of Educational Technology in Higher Education, March 2021
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (90th percentile)
  • High Attention Score compared to outputs of the same age and source (88th percentile)

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