topic gamifification in metaverse project tittle the survey of customers’ engagement in gamified education

42 3 0
topic gamifification in metaverse project tittle the survey of customers’ engagement in gamified education

Đang tải... (xem toàn văn)

Tài liệu hạn chế xem trước, để xem đầy đủ mời bạn chọn Tải xuống

Thông tin tài liệu

MINISTRY OF EDUCATION AND TRAINING UEH UNIVERSITY – COLLEGE OF ECONOMICS BELL UEH RACE FOR KNOWLEDGE 2022 : META – KONQUEST TOPIC : Gamifification in Metaverse PROJECT TITTLE : THE SURVEY OF CUSTOMERS’ ENGAGEMENT IN GAMIFIED EDUCATION Team’s ID : 107263 Team’s Name : Captivators Leader : Dương Anh Thư – 31211021981 Member : Trương Thị Tuyết Mai – K214060400 Member : Trương Kim Nguyên – K214060405 I Introduction about the survey General Gamified Education is an emerging branch of educational technology, whose purpose is to enhance teaching efficiency by entertaining approaches with game mechanics The report’s purpose In order to help Company M building a gamified educational model in further rounds, we have conducted this report with reference to “The awareness of customers who is highschoolers or university students who have experienced K-12 education about Gamified Education” Within days, we have collected 205 answers including 96,6% customers from the required customer segment We hope that our survey can not only help Company M to fulfill their plans but also be a useful material for the continuous development with regard to Gamified Education and other means of Education in the near future II Methods of implementation The data of our report were conducted 100% online through the research engine – Google Form As mentioned above, most of the answers we received were from individuals who have experienced in K-12 before and currently still in use We use a range of research questions, which is completely in Vietnamese, is exactly like what we received from The Organizing Committee of Race for knowledge contest IV Result and Discussion Respondent Information Age Sexuality Profession Subject Under 18 years old From 18 to 29 years old From 30 to 45 years old Over 45 years old Male Female Highschooler/ University Student Teacher Parents Amount 20 178 59 146 198 Percentage (%) 9.8 86.8 3.4 28.8 71.2 96.6 1.5 2.0 Among all the participants, most of them come from Ho Chi Minh City – Southern area, which means that Ho Chi Minh city is the province mostly affected by the COVID – 19 Second places of the mostly used of K-12 are the other provinces from Southern area topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education and Middle area The result also reveals that the least used of K-12 in company of highschoolers and university students from all over Vietnam is Northern area The table indicates that the majority of profession of these consumers is Highschoolers or University Students , equals 96.6 % The amount of Highschoolers and University Students is dramatically more than Quantity of both Parents and Teacher – only worth 3.5% in comparison Object This results in the number of individuals from 18 to 29 years old is significantly high Object The percentage of Female is much more than Male because it personally depends on us who conducted this survey so this quantity should not be a worry in our report topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education Object About the purpose of education receive, this is the result we registered: Object It is clear from the table that most of the participants choose education enclitic to develop the education or knowledge ability of themselves and their children which make this option exceeds 80% However, the option – preparation for future employment nearly got the same number of votes with the previous one while it consciously reaches 78.5% Another option that should be noticed is self – discovery and development which is chose by 72.7% of participants Other two options are preparation for the National High school Exam and go to their desired university or college and other purpose account for a small amount compare to the formers (43.4% in summary) topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education Object 11 It is not a surprise to us or any Vietnamese people to know that almost highschooler all over the country and their senior choose to study Natural Science which includes: Mathematics, Physics, Chemistry and more instead of select Social Science which consist of Literature, History, Geography and so on This is practically affected by the student’s parents who usually force their children to study in Natural Science That leads to the 60.5% votes for Natural Science as distinct from Social Science with only 19.5% votes Conclusion: After a full analysis process with reference to the education enclitic of 205 participants, we can partially conclude that nearly everyone goes to school to reach the certain level of knowledge for their future career and also be a second teacher for their offspring or a supervisor of their own kids This means that education play a crucial part in building family and the society of a whole country and nation Beside to this positive aspect, there is a disappointing backward that should be considered is the huge gap between students who major in natural disciplines and social ones topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education Identify respondent 2.1 Social science respondent a Disadvantages in social science There are six options with five well-known drawbacks and others This table below shows options coordinating with 40 answers: Drawback Scholarly academic knowledge Numerous parts of knowledge need to be memorized Backward and old-fashioned educational methods Fully academic and impractical syllabuses Unrealistic studying programs compare to society and communities Other drawbacks b Gamified Education awareness Object 14 2.2 Natural science respondent a Disadvantages in natural science Amount 9 8 Percentage (%) 22.5 22.5 20 20 7.5 7.5 topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education - In suitable education form aspect, hardly 18% of respondents choose gamified education apart from 34.4% of self – education and 32.8% of classics education form - There are 73.8% students consider gamified education as a new, interesting term of education - It is sad to know that most students don’t have chance to approach any term of gamified education when those individuals account for 45.9% - However, there are positive responses in future utilization, when none of the respondents is not going to try gamified education form  To summarize, in the mist of students who have heard about gamified education before but never used it, there are many highschoolers not able to experience this mean of education It might be the result of the educational system of our country and also the disability of people who in charge of advertising and enhancing awareness of all potential kinds of customers and users Already used 5.1 Suitable education form Object 39 5.2 Learning devices topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education Object 41 5.4 Currently used gamified education service Object 44 5.5 Utilization intentions and reasons topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education Object 47 topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education Object 49 5.6 Arrange order of the criteria according to their importance After collecting analyzing the data from 61 respondents, we have arranged criteria below: Teaching formality (Online, Offline, Hybrid ) Educational service popularity Other students experience Teaching condition (Infrastructure, Equipments ) topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education Student compatibility (Study Routine, Method…) Teaching quality (Teachers, Syllabuses ) Other students experience Reasonable price 5.7 Conception about gamified education Object 52 5.8 Expected type of gamified education topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education Object 54 5.9 About gamified education courses Courses fee Courses fee Quality Courses time Lesson time Recommendatio n Conclusion: Subject Have paid before Never paid before Won’t pay Suitable for my affordability Quite high Too high for my affordability Only use free gamified education service Excellent and better than expected Stable and like what I expected Not like what I expected Bad and needed development Under one month One to three months Three to six months More than six months Under one hour One to three hours Three to six hours Depend on the study routine Definitely Consider to recommend Absolutely not Amount 22 18 24 4 16 8 13 13 18 Percentage (%) 24.2 66.7 9.1 24.2 18.2 54.5 15.2 72.7 12.1 12.1 48.5 24.2 15.2 24.2 24.2 12.1 39.4 39.4 54.5 6.1 topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education  Nearly every student who already experienced gamified education services and edutainment apps before give compliments about them Moreover, they are more likely to understand correctly with regard to this style of education However, there are lots of drawbacks that prevented them from keeping using and recommending those services to other, providers and founders should have appropriate solutions to this  topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education topic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.educationtopic.gamifification.in.metaverse.project.tittle.the.survey.of.customers’.engagement.in.gamified.education

Ngày đăng: 09/11/2023, 02:30

Tài liệu cùng người dùng

  • Đang cập nhật ...

Tài liệu liên quan