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› 2016 › Curtin University › serious games › Education › Mobile apps

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    Conference paper

    Gamifying adult literacy learning with apps: reflections on the ‘state-of-the-art’ to the ‘state-of-the-actual’
    2 Jul 2016
    40
    Erica Southgate, Shamus P. Smith

    The purpose of this paper and session is fourfold. Firstly, we outline an enduring educational and social problem, poor levels of literacy amongst some adults, including students in higher education, and a potential innovative solution – the gamification of literacy learning. The problem of literacy...

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