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According to research, the new age student, Gen Z, differs from his or her predecessors, and educators must develop new age pedagogical interventions to cater to this set of learners. With the changing manner the new generation learns, the education system must be revamped to include tools that meet the learner's demands. Gamification is an effective learning technique for today's generations, who are accustomed to using digital media. Gamification may also help students build critical thinking, decision-making, and problem-solving abilities by immersing them in dynamic and immersive learning experiences. Thus, the current study attempts to find out if incorporating the usage of gamification might promote critical thinking, decision making, and problem solving capabilities in adolescents.
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Shaikh Sara Nazneen (2024) studied this question.
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