Gamification is an entertaining, fun, and educational way to teach and learn English as a second or foreign language and escape boredom in the classroom. This v
This brief synthesizes current findings on the many aspects of chronic student boredom, its relationship with negative academic, emotional, and health outcomes,
In the first book to argue for the benefits of boredom, Peter Toohey dispels the myth that it's simply a childish emotion or an existential malaise like Jean-Pa
Practices and Implementation of Gamification in Higher Education is a comprehensive book that explores the integration of gamification in tertiary education as
Dive into the future of language education with our guide, blending innovation with practical application. Unlock the power of gamification, digital storytellin