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Tadawl: An Educational Platform for Gamifying Startup Investment

Published:06 October 2021Publication History

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.

References

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  1. Tadawl: An Educational Platform for Gamifying Startup Investment

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    • Published in

      cover image ACM Conferences
      SIGITE '21: Proceedings of the 22nd Annual Conference on Information Technology Education
      October 2021
      165 pages
      ISBN:9781450383554
      DOI:10.1145/3450329

      Copyright © 2021 ACM

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      New York, NY, United States

      Publication History

      • Published: 6 October 2021

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