It takes the average reader 3 hours and 29 minutes to read Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities by Costello, Robert
Assuming a reading speed of 250 words per minute. Learn more
A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as...
Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities by Costello, Robert is 205 pages long, and a total of 52,275 words.
This makes it 69% the length of the average book. It also has 64% more words than the average book.
The average oral reading speed is 183 words per minute. This means it takes 4 hours and 45 minutes to read Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities aloud.
Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is suitable for students ages 12 and up.
Note that there may be other factors that effect this rating besides length that are not factored in on this page. This may include things like complex language or sensitive topics not suitable for students of certain ages.
When deciding what to show young students always use your best judgement and consult a professional.
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