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dc.contributor.authorWollscheid, Sabine
dc.contributor.authorSkjelbred, Siv-Elisabeth
dc.date.accessioned2021-08-16T12:41:11Z
dc.date.available2021-08-16T12:41:11Z
dc.date.issued2021-08
dc.identifier.isbn978-82-327-0520-7
dc.identifier.issn1894-8200
dc.identifier.urihttps://hdl.handle.net/11250/2768050
dc.description.abstractDigital games have become an integral part of higher education. Thus, many university teachers have been increasingly using digital games, in hope to increase student motivation, engagement, and learning. This literature review looks at digital games’ impact in marketing and business studies on student learning, a dynamic field.en_US
dc.language.isoengen_US
dc.publisherNordisk institutt for studier av innovasjon, forskning og utdanning NIFUen_US
dc.relation.ispartofseriesNIFU Working Paper;2021:10
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.subjectDigital gamesen_US
dc.subjectImpacten_US
dc.subjectStudent learningen_US
dc.subjectBusiness studiesen_US
dc.subjectMarketing studiesen_US
dc.titlePlaying your way to knowledge: The impact of digital games on student learning in marketing and business studiesen_US
dc.typeWorking paperen_US
dc.source.pagenumber44en_US
dc.relation.projectOslo Regional Research Funden_US


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