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The unprecedented rise of computer technologies through the 1980s constructed a unique context in which education institutions began to draw on game technologies to complement existing learning and teaching practice. In highly nuanced ways, the internet, smartphone technologies and digital media, continue to shape the way we connect, consume, and in context to this research case, learn. While tertiary institutions are increasingly trialling the use of augmented technologies for learning, the convergence of gamification and tertiary education has not been as widely pursued as first envisaged. Drawing on lecturers' reflections on designing and implementing gamified curricula and preliminary student feedback, this case study interrogates the challenges and opportunities associated with designing and implementing gamified undergraduate sport and hospitality management educational models.
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O’Shea et al. (2019) studied this question.
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