2020
DOI: 10.1007/978-981-15-4952-6_7
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Games and Gamification in the Classroom

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(1 citation statement)
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“…E-learning has been growing over the years together with the digital learning resources, computers and mobile phones, which have all become part of our everyday life [5]. This is even more common in the digital native generation, also known as "Generation Z", which consist of individuals born between 1990 and early 2010 [6]. It is noteworthy that this generation has grown up in a digital era where the use of technologies are appreciated and expected [7].…”
Section: Introductionmentioning
confidence: 99%
“…E-learning has been growing over the years together with the digital learning resources, computers and mobile phones, which have all become part of our everyday life [5]. This is even more common in the digital native generation, also known as "Generation Z", which consist of individuals born between 1990 and early 2010 [6]. It is noteworthy that this generation has grown up in a digital era where the use of technologies are appreciated and expected [7].…”
Section: Introductionmentioning
confidence: 99%