Gamification is the use of game and ____ in non-game contexts to make ____ more fun and engaging. It involves adding rewards and ____ to encourage people to take part in an activity or game. For example, you might earn points for completing tasks or face a ____ to reach a certain goal. The goal of gamification is to improve learning and increase ____ by making the process more interesting. Gamification is often used in education and training activities to help people stay interested and motivated.

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