ABSTRACT
Gamification, or the use of game mechanics in non-game applications, allows students to learn by doing. In this paper we present our experience in implementing a gamification platform in our entrepreneurship course to encourage students on investing in their peers' projects and provide them with feedback. The platform involved the interaction of 106 undergraduate female students during a semester long entrepreneurship course. We also report the results obtained after using the platform in terms of students' feedback and final remarks.
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Index Terms
- Tadawl: An Educational Platform for Gamifying Startup Investment
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