The Story of Safety Snail and Her e-Mail: A Digital Wellness and
Cybersecurity Serious Game for Pre-School Children
G
¨
unther R. Drevin
a
, Dirk P. Snyman
b
, Lynette Drevin
c
, Hennie A. Kruger
d
and Johann Allers
e
School of Computer Science and Information Systems, North-West University,
11 Hoffman Street, Potchefstroom, South Africa
Keywords:
Digital Wellness for Children, e-Mail Security Awareness, Serious Games.
Abstract:
Cyber threats are part of our everyday life. Even children are exposed to cyberspace as they are provided
with electronic devices that have online connectivity. Due to their vulnerability and lack of education about
cyber threats, there is a need to address their digital wellness. Digital wellness refers to one’s complete well-
being in cyberspace. This is a balance between one’s mental and physical state when using different digital
technologies. This is achieved by developing a serious game that incorporates educational and game elements
appropriate to the targeted age group. The aim of this paper is to present aspects of this game, in which the
story of “Safety Snail’s e-mail” is used to address their digital wellness regarding e-mail related threats as
an example of online interaction. The methods used were, designing and developing a serious game based
on critical game elements from literature, and making use of a structured expert review to validate the game
and elements thereof. The review indicated that the critical game elements as identified in literature were
successfully used in the game. This research further contributes by identifying ve additional game elements
through analysis of the expert review feedback. It is shown in this paper how a serious game, using critical
game elements and age appropriate stories, can address the digital wellness of pre-school children.
1 INTRODUCTION
The advent of the information age has irrevocably
changed the way in which we work and socialise,
even more so in developing countries. For all the con-
venience we associate with the contemporary tech-
nological landscape, our exposure to possible harm
with respect to our privacy and security has similarly
increased. Children have traditionally been deemed
a vulnerable population, especially outside the home
as was evident in erstwhile awareness campaigns in
(pre-)schools that often sought to teach children about
concepts such as stranger danger, referring to the
possible abuse or abduction by persons unknown. In
today’s world, the proverbial stranger is no longer
only a danger outside the home, but is one that is prac-
tically invited into the residence through digital chan-
nels. Parents (and caregivers), especially in develop-
a
https://orcid.org/0000-0002-9173-9542
b
https://orcid.org/0000-0001-7360-3214
c
https://orcid.org/0000-0001-9370-8216
d
https://orcid.org/0000-0001-8514-4422
e
https://orcid.org/0000-0002-6896-4020
ing countries, are cognisant of physical dangers that
children are confronted with, however, they have little
knowledge of the threats that cyberspace can hold for
their children. Therefore, they may not be equipped to
provide them with the required knowledge and skills.
This lack of awareness leads to children being given
carte blanche access to electronic devices and the in-
ternet without appropriate supervision. It is therefore
paramount that awareness is created among both chil-
dren and parents about these threats and novel inter-
ventions are staged to equip children to be safe and
happy in the digital sphere.
This can be referred to as their overall digital well-
ness. The digital wellness education of pre-school
children (typically between the ages of ve and six)
in particular poses a unique challenge as they are typ-
ically only starting to learn to read and traditional text
based approaches will not be effective.
Literature shows that imaginative play is a feasi-
ble way to teach pre-school children (Yogman et al.,
2018). When combined with visual and auditory
stimulation, play provides a creative space for chil-
dren to interact with new concepts and knowledge.
Drevin, G., Snyman, D., Drevin, L., Kruger, H. and Allers, J.
The Story of Safety Snail and Her e-Mail: A Digital Wellness and Cybersecurity Serious Game for Pre-School Children.
DOI: 10.5220/0011682200003405
In Proceedings of the 9th International Conference on Information Systems Security and Privacy (ICISSP 2023), pages 519-527
ISBN: 978-989-758-624-8; ISSN: 2184-4356
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
519
Given the contemporary digital immersion of children
and their eagerness to interact with these technolo-
gies, and given the feasibility of play as a teaching
method, it stands to reason that a mobile serious game
provides an ideal way of teaching children about dig-
ital wellness and cybersecurity concepts. A serious
game is an application that has the ”purpose of influ-
encing the players’ thoughts and actions in real life
contexts” (Mitgutsch and Alvarado, 2012).
A number of games targeted at children with the
goal of teaching or spreading awareness of cybersecu-
rity exist, however, in the current literature there are
no games with a focus on pre-school children (Hill
et al., 2020) and, therefore, the novelty of this re-
search, which was part of an MSc project (Allers,
2021), is the creation of such a game to contribute
to filling this gap. The game, as proposed in this re-
search, is intended to be used under the supervision of
a parent and, therefore, can contribute to the simulta-
neous education of both parent and child. The focus
of this paper is, however, to present an evaluation of
the game that is based on the experience of the child
through the lens of expert reviewers in pre-school ed-
ucation. The expert review is performed with a view
to improve upon the current iteration of the game be-
fore it is play-tested by the target group in the follow-
ing phase of this ongoing project. The paper further
contributes the identification of new critical game el-
ements from the expert review that can be used in the
development of similar games.
The remainder of this paper is deployed in the fol-
lowing manner: Existing digital wellness materials
for pre-school children is presented in Section 2. Sec-
tion 3 is used to illustrate how digital wellness and cy-
bersecurity can be taught by means of a serious game.
The game that was developed as part of this research
is presented in Section 4 and the results of an expert
evaluation of this game is discussed in Section 5. The
contribution of this research, i.e., newly identified ele-
ments of serious game design for pre-school children
is discussed in Section 6. The study is concluded with
a summary and a look ahead to possible future work
in Section 7.
2 DIGITAL WELLNESS FOR
PRE-SCHOOL CHILDREN
Digital technologies have a direct and growing impact
on the well-being of its users. Just as it is important to
maintain a good and healthy lifestyle to ensure a pos-
itive well-being in the physical realm, it is important
to maintain a good and healthy lifestyle in the digi-
tal realm to ensure a positive well-being. This fact
leads to the need for a new evaluation, measure or
standard to determine the well-being of users in the
digital realm and that standard is called digital well-
ness and is defined by Von Solms and Fischer as fol-
lows:
“Digital wellness refers to the notion of ‘being
well in a digital society’. It is characterised by the
ability of users to discern between the dangers and
opportunities found in the cyberspace, act responsi-
bly, and align their online behaviour with their offline
values - to remain cyber safe. (Von Solms and Fis-
cher, 2017, p. 156)
Digital wellness is, therefore, a measure of a
user’s well-being as affected by the use of digital tech-
nologies. This well-being not only refers to one’s
physical state of health, but also to the mental effects
that the use of these technologies may have. Further-
more, digital well-being is not only dependent on how
a person uses these digital technologies, but it is also
affected by the user’s ability to identify dangers in the
cyber realm and how the user acts on these dangers.
A gap concerning serious games for the promo-
tion of digital wellness, as defined above, among pre-
school children was identified from literature. One
example of the limited digital wellness content aimed
at pre-school children, is that of “Digital wellnests:
Let us play in safe nests”
1
. This electronically avail-
able book (Fischer and Von Solms, 2016; Von Solms
and Fischer, 2017) has the goal to promote a cyberse-
curity culture specifically for pre-school children. It
uses simple explanations as well as animals, that are
familiar to African children, as the main characters.
The book consists of concepts, poems, and mes-
sages, that introduce digital wellness and cybersecu-
rity topics to pre-school children. Selected content
from the book was therefore used as the digital well-
ness fundamentals around which the game was built.
The main content of the book is provided in the
form of poems. Each of these poems features animals
interacting with technology and ends with a moral les-
son. Easy to remember short messages, that serve as
important cybersecurity-related lessons, supplement
the main content (Von Solms and Fischer, 2017).
One of the poems, Safety Snail’s e-mails, tells
the story of a snail who receives an e-mail from a
stranger. Instead of opening and reading the e-mail,
she decided to delete the message. The moral lesson
of the story is to not open any suspicious e-mails (and
other messages) from unknown sources, and therefore
addresses the online security and privacy element of
digital wellness. The accompanying short message
1
https://www.up.ac.za/african-centre-of-excellence-
for-information-ethics/article/2109737/digital-wellness-
toolkit
ICISSP 2023 - 9th International Conference on Information Systems Security and Privacy
520
roughly matches the moral of the Safety Snail’s e-
mails story (Fischer and Von Solms, 2016):
“Remember the golden rule, Online, in a
game or outside your school. Don’t talk to
a stranger. This will keep you safe from dan-
ger” (Fischer and Von Solms, 2016, p.37)
Even though pre-school children typically do not yet
make use of e-mail as such, they can still be exposed
to this and other online social interaction at an early
age. It is, therefore, imperative that an awareness of
the possible dangers is established early on so that
they are prepared when they are inevitably confronted
with a suspicious interaction. A parallel is also drawn
between strangers in cyberspace and in the physical
realm. It should be noted that, while the example
of e-mail safety is used in this paper, the resulting
game covers more cybersecurity and digital wellness
aspects (Allers, 2021).
To better understand how to spread awareness of
cybersecurity and digital wellness among pre-school
children, it is imperative to identify how pre-schoolers
learn and develop important skills. The early experi-
ences that children have, play a big role in their over-
all development and exposing them to the concepts of
digital wellness can have significant benefits (McCall
et al., 2019).
Pre-school children are still at the age of learn-
ing through play (Yogman et al., 2018). Play is a fun
way for children to learn, regardless of their preferred
method of learning. Play allows children the oppor-
tunity to observe, listen, explore, experiment and ask
questions to solve problems. These are all methods
used by pre-school children to learn (Matthews et al.,
2007).
By using play as a tool for learning, the method of
teaching is not limited to only one or two of the differ-
ent ways of learning mentioned above, but can instead
be set up to include all of these methods. By creating
a game specifically aimed at children, it is possible to
stimulate all forms of learning using only one learn-
ing medium. It is, however, important to note that
even though the game is aimed at pre-school children,
that parent involvement and guidance is of great im-
portance in playing the game and to learn the lesson
presented in the game.
3 SERIOUS GAMES FOR
DIGITAL WELLNESS
It was shown that serious games have potential to be
used as a tool for education and awareness of digital
wellness. In this section, attention is given to the prin-
ciples that are important for the design of educational
serious games in general, followed by a discussion of
the elements that are specific to games aimed at pre-
school children.
3.1 Guiding Principles for Educational
Game Design
The design and development of effective educational
games have received much attention in literature in
the past few decades (Charsky, 2010; Malone and
Lepper, 1987; Mildner et al., 2015; Mitgutsch and
Alvarado, 2012). The goal is to formalise elements
that, when included in the design and development of
a game, will result an objectively good product.
For the purposes of this study, the elements iden-
tified by (Mildner et al., 2015) were implemented.
Their work was informed by a number of previous
studies that investigated critical elements that con-
tribute to making a good game and is therefore repre-
sentative of these types of investigations. They iden-
tify the following critical elements:
Challenge describes the problem or issue that has
to be resolved by the player (Mildner et al., 2015) and
requires a certain level of skill (Charsky, 2010; Mal-
one and Lepper, 1987). An in-game task that is either
too challenging, or not challenging enough, would
have a negative effect on the player’s motivation and
enjoyment (Cowley et al., 2008).
Fantasy in a game, is the theme or setting of the
game that distinguishes it from reality. It motivates
players through increasing their involvement (Malone
and Lepper, 1987) by either expanding their knowl-
edge, or rewarding them (Charsky, 2010).
Choice refers to the options that a player has prior
to, as well as during, a game. There are three forms
of choice (Charsky, 2010). Expressive choices, such
as picking or creating an avatar. Strategic choices, or
game settings, that directly influence the gameplay,
e.g. selecting the difficulty level. Finally, tactical
choices are made while playing the game by, choos-
ing answers from multiple prompts, and choosing be-
tween different paths to travel, as examples.
The Rules of a game is a set of constraints that
limit the actions that a player can perform. In contrast
to fantasy, a game’s rules anchors it in reality and en-
ables the lessons learned in the game to be translated
to real life (Charsky, 2010).
Competition and goals form one of the most im-
portant elements of games, as most games incorporate
this element (Charsky, 2010). Goal refers to the win-
ning conditions of a game, while competition refers
to the obstacles that need to be overcome to reach the
goal.
The Story of Safety Snail and Her e-Mail: A Digital Wellness and Cybersecurity Serious Game for Pre-School Children
521
Aesthetics, or the overall presentation of the
game, refers to the visual and auditory appeal it
evokes. It is used to get the player interested in the
game and players are more likely to complete a game
that is aesthetically pleasing (Mildner et al., 2015;
Mitgutsch and Alvarado, 2012).
Two further principles identified in literature (Din-
celli and Chengalur-Smith, 2020), specific to games
aimed at teaching, were also considered and imple-
mented:
Story-based agents, or game characters, should
be employed to contextualise learning and act as fa-
cilitators of the learning process.
Reflection opportunities provide the player with
structured opportunities to reflect on their learning
experience and what they have learnt. The follow-
ing sub-section is dedicated to game elements that are
specific to games aimed at pre-school children.
3.2 Serious Games for Pre-School
Children
When considering the use of games for teaching in
the context of children’s growing exposure to digi-
tal technology (Callaghan and Reich, 2018), it ap-
pears to be a viable approach to spread awareness
about digital wellness topics. This has become evi-
dent by the number of serious games targeted directly
at older children. Even though serious games tar-
geted at pre-school children have become more popu-
lar over time (Shuler et al., 2012) these games are not
necessarily optimised for this target audience. In a
framework for games aimed specifically at teaching
pre-school children, the following design elements
were established (Callaghan and Reich, 2018):
Clear and Simple Goals - Children learn best
with clear instructions and modelling which allows
them to draw connections to existing beliefs (Cowley
et al., 2008). This empowers them to complete their
tasks with minimal disruption;
Quality of Feedback and Rewards - Feedback
is used to encourage children and notify them when
they do something wrong. At pre-school age, most
children are not able to read and thus text feedback is
not of any help to the child. Combine both visual and
auditory feedback should rather be used;
Structure of Challenge - When structuring a
challenge in a game, the level of performance of the
target audience should be kept in mind. Adaptive
scaffolding, i.e. dynamically increasing or decreas-
ing difficulty levels, can greatly enhance the child’s
learning experience; and
Motion Based Interactions - Various physical ac-
tions can serve as an alternative to complex touch
screen or pointer interactions that might be too diffi-
cult for many children. By being mindful of the physi-
cal capabilities of pre-school children (e.g., touchable
object sizes, simplified touchscreen motions at first,
etc.), the overall experience of the child will improve.
The four elements listed above are essential to en-
sure that a game is suited to a pre-school aged child
and was therefore used in conjunction with the other
design elements (Section 3.1) to guide the develop-
ment of the game in this research.
4 DIGITAL WELLNESTS GAME
In this section, an overview of the application is given.
This is done by highlighting the layout and function
of each scene and its components. The resulting se-
rious game consists of four main scenes. Each of
these scenes contribute to the main goal of spreading
awareness of digital wellness among pre-school chil-
dren, by implementing some of the elements identi-
fied in Section 3.1 and Section 3.2 thereby increasing
the overall fun factor of the game which adds to the
overall motivation and enjoyment experienced by the
children.
Main Menu - The main menu screen (Figure 1)
which serves as a selection screen for picking the
poem and associated quiz and game that the child will
play.
Poems - In this scene the selected poem (Figure
2) will be displayed on the screen and it will be read
to the child. The main goal of this scene is to edu-
cate the child and spread awareness of the dangers of
cyberspace in an enjoyable way.
Quiz - The aim of the quiz scene (Figure 3) is to
determine whether or not the child understands the
problem described in the poem by motivating them
to answer four questions about the topic. The quiz
does not block progress if the child’s results are sub-
par. The child’s progress does not get blocked for two
reasons: The goal of the game is not to educate in
the sense of formal teaching and learning activities,
including formative and summative assessments, but
rather to spread awareness on the material. Aware-
ness being informal teaching without an emphasis on
assessment and performance. Therefore, the quiz is
only meant to be used by parents as a tool to motivate
the child to keep track of their efforts and progression.
Game - This scene allows the child to play a mini-
game based on the poem that they have chosen and
serves as reward for completing the poem and quiz
scenes. Instructions and goal of the game are dis-
played on the screen and read out loud (shown in Fig-
ure 4). The child can then use the slider to pick a level
ICISSP 2023 - 9th International Conference on Information Systems Security and Privacy
522
Figure 1: Application main menu.
Figure 2: Poem scene.
and play the game.
The objective of the game (Figure 4) is to move
the different coloured envelopes to the same colour
column before the envelope reaches the bottom. This
game is an exercise in small motor movement and
colour matching and has the underlying message of
sorting through e-mails and either answering or ig-
noring the message based on its appearance.
To validate the overall applicability of the game
and how well the above-mentioned design elements
were implemented, the opinions of a number of pre-
school education experts were sought. The results of
the evaluation are presented in the next section.
5 EXPERT REVIEW
Six experts in the field of pre-school education were
approached to give their feedback on the game. They
were asked to comment on the critical game elements
identified from literature, and to suggest any other ele-
ments that they deem necessary for the overall success
The Story of Safety Snail and Her e-Mail: A Digital Wellness and Cybersecurity Serious Game for Pre-School Children
523
Figure 3: Quiz question screen (left) and results (right).
Figure 4: Safety Snail’s e-mail game menu screen (left) and game (right) .
of the game.
The reviews were conducted using a questionnaire
which was followed by an interview. The question-
naire elicited responses about the reviewers’ experi-
ence and opinion of the problem; a review of the game
and the design elements that were implemented in
the game, based on Likert scale responses (the higher
end of the scale representing positive sentiment); and
questions about additional elements that could be
identified. The follow-up interview was used to gain
a better understanding of how the reviewers reacted to
each design element and to gather more information
on the additional elements that they identified. The
information regarding the background and experience
of the reviewers is given in Table 1.
All the reviewers had either a good or very good
understanding of the different dangers and threats of
the cyberspace and digital technologies, but also in-
dicated that they believe that the parents of the chil-
dren are not very aware of these dangers. When asked
whether or not the reviewers believe that the parents
effectively teach the children about these dangers, all
responded negatively. Even though five of the six re-
viewers indicated that they believe that the current
level of exposure of children to digital technologies
is problematic, none were aware of any resources that
can be used to promote digital wellness and cyberse-
curity and none of the reviewers used any resources
for this purpose.
5.1 Validation of the Game
The validation of the game was conducted using a
scoring system. After playing the game multiple
times, the reviewers were asked to score the imple-
mentation of each element on a Likert scale of one
to ve, where one indicates poor to no implementa-
tion and five indicates excellent implementation. The
average implementation score of each element, with
comments from the reviewers is given in Table 2.
These results indicate that the implementation of each
element was satisfactory. The reviewers were also
asked to score the game based on the following cri-
teria: how much fun the game is; how suitable the
game is for pre-school children; and how effective the
game will promote the awareness of digital wellness.
All three of these criteria were awarded an average
score of 4.5 out of 5 and a range of 4-5.
ICISSP 2023 - 9th International Conference on Information Systems Security and Privacy
524
Table 1: Reviewer information.
Information Reviewer responses
Years of experience Total: 168, Average: 28
Age of children that reviewer works with Youngest: 3, Oldest: 9
Awareness of the dangers of cyberspace 4/5 (Good)
Children’s exposure to digital and online technologies 4.3/5 (A lot - too much)
View of whether this level of exposure is a problem Yes: 5, No: 1, Maybe: 0
Knowledge of existing resources that promote awareness
of digital wellness to pre-school children Yes: 1, No: 5
Use existing resources that promote awareness
of digital wellness to pre-school children Yes: 0, No: 6
View on parents’ awareness of the dangers of cyberspace 2.2/5 (Poor - average)
View on parents’ effectiveness teaching children of the
dangers of cyberspace 1.5/5 (Very poor - poor)
5.2 Validation of the Elements
Identified in Literature
The validation of the elements identified from litera-
ture was done during interviews. The reviewers were
asked which elements they felt were unnecessary or
not critical and also which elements they deemed
most important. This was done to verify that the el-
ements identified from literature can be considered
critical elements.
The reviewers stated that all the elements iden-
tified from literature can be considered critical ele-
ments. One reviewer noted that if even one of the
elements were not implemented, the game would be
dramatically less effective.
Even though the reviewers indicated that each of
the identified elements are critical, they did highlight
certain elements as being more important than oth-
ers. The most important elements according to the
reviewers, ranked from most important to least impor-
tant, are (the score in parentheses shows the number
of experts that identified the element as important):
Aesthetics (6); Appropriate content (5); Structured
challenge (2); Feedback and rewards (2); and Ap-
propriate interface (1). It is important to note that
these five elements are just the elements that the re-
viewers felt contribute most to the final goal. The best
results will be obtained when all elements are incor-
porated into the game design.
6 NEWLY IDENTIFIED SERIOUS
GAME DESIGN ELEMENTS
During the interview that followed the evaluation,
each reviewer was asked to identify any additional
elements, that, when implemented in a mobile seri-
ous game, should result in a game that effectively
promotes digital wellness among pre-school children.
One of the main results of the review process is the
identification of the following design elements aimed
specifically at pre-school children:
Balanced Simplicity and Complexity - One of
the reviewers pointed out the importance of not over-
simplifying serious games. The intelligence of chil-
dren should not be underestimated, as they will
quickly lose interest in anything that is oversimpli-
fied. This may be seen as an extension of the original
simplicity element.
Short Playtime - Children have active brains and
thus a short attention span. In order to optimize the
effects of the awareness project, it is crucial that the
child does not lose focus. There are two methods of
achieving this: one is to use engaging visuals and au-
dio to attract attention; and the other is to limit play
time to the length of the child’s attention span.
Balanced Work and Play - A reviewer men-
tioned that many serious games for children are overly
focused on the serious (work) aspect of the game.
This may result in a game where the child feels forced
to play without experiencing fun. It is important that
there should be a balance between work and play to
ensure that the game is both fun and effective.
Quality Interactions - While playing a game, the
only method of communication to and from the game
is done via the interactions made available by the
application itself. In order to ensure that this com-
munication is clear and effective, it is necessary that
the interactions of an application are of a high quality
and comprehensive.
Further investigation of these elements in the de-
sign and development of serious games aimed at pre-
school children is required.
The Story of Safety Snail and Her e-Mail: A Digital Wellness and Cybersecurity Serious Game for Pre-School Children
525
Table 2: Reviewer scores.
Game Average Answer Comments
element score range
Challenge 4 3-5 “The younger children might find the app too challenging.
(interview)
Fantasy 4.3 3-5 “The animal theme was very fitting and the children will
love it. (interview)
Choice 4.5 4-5 “More stories” (suggestion for further development)
Rules 4.5 4-5 N/A
Competition and goals 4.5 4-5 N/A
Aesthetics 4.3 3-5 “Was colourful.”, “Visuals”, “It is very interactive and
colourful. (on which elements stood out most)
Clear and simple goals 4 3-5 “Clearer instructions on how the story works. (click to
turn the page etc.)” (suggestion for further development)
Feedback and rewards 4 3-5 “Good feedback, but more colours can be good.
(Overall comments)
Structured challenge 4 3-5 “I love the different levels of play”, “More difficult levels
are too difficult (in envelope game)” (interview)
Appropriate interface 4.3 3-5 “This application is very child friendly. I will not change a
thing. (suggestion for further development)
Simplicity 4 3-5 “Do not over simplify it [the content of the game]”,
“Don’t underestimate the children’s intelligence”
(interview)
Appropriate materials 4.5 4-5 “The animal theme was very fitting and the children will
love it.”, “The different concepts are explained to them
(the children) very well. (interview)
Appropriate method of 4.5 4-5 “I like that it [the game] uses sounds, pictures and
presenting the materials words so everyone can understand it. (interview)
Focusing on different 3.5 3-4 “More stories” (suggestion for further development)
topics
7 CONCLUSION AND FUTURE
WORK
In this paper, a mobile serious game to promote the
digital wellness and cybersecurity of pre-school chil-
dren was presented. Section 2, highlighted exist-
ing digital wellness materials for pre-school children.
Section 3 was used to illustrate how digital wellness
can be taught by means of a serious game. The game
that was developed as part of this research was pre-
sented in Section 4 and the results of an expert eval-
uation of this game was discussed in Section 5. In
Section 6, novel elements of serious game design for
pre-school children that were identified through the
review process was discussed.
A possible limitation of this research is that only
experts in pre-school education were consulted for the
evaluation. It is therefore still necessary to perform an
evaluation with experts in serious game design.
Possible future work includes the expansion of the
game to include more scenarios and related content
from the Digital wellnests book while incorporating
the new design elements that were identified in the
expert review. A pilot study can also be done where
children from the designated age group play this game
in order to get better feedback on the effectiveness of
the game. Feedback can include the observation of the
children while playing the game. Furthermore, gam-
ification concepts can be investigated as an approach
to enhance the learning experience.
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