USING QUESTS IN THE TEACHING PROCESS
Abstract
Quests, or gamified learning experiences, are increasingly utilized in educational settings to enhance student engagement and learning outcomes. This paper explores the effectiveness of using quests in the teaching process, focusing on their impact on student motivation, participation, and academic achievement. Through a mixed-methods approach, involving surveys, interviews, and classroom observations, the study provides insights into the benefits and challenges of incorporating quests into the curriculum. The findings suggest that quests can significantly improve student engagement and provide a dynamic and interactive learning environment.
References
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