

EDF5772 Assignment 2: Part 6 ReferencesReferences Al-Rayes, S., Al Yaqoub, F. A., Alfayez, A., Alsalman, D., Alanezi, F., Alyousef, S., . . . Alanzi, T. M. (2022). Gaming elements, applications, and challenges of gamification in healthcare. Informatics in Medicine Unlocked, 31, 100974. https://doi.org/https://doi.org/10.1016/j.imu.2022.100974 Almeida, C., Kalinowski, M., & Feijó, B. (2021). A Systematic Mapping of Negative Effects of Gamification in Education/Learning Systems. 2021 47th Euromicro Conference on Software Engineering and Advanced Applications (SEAA), Armstrong, M., & Landers, R. (2017). An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning. Simulation & Gaming, 48, 104687811770374. https://doi.org/10.1177/1046878117703749 Arthur Jr, W., Bennett Jr, W., Stanush, P. L., & McNelly, T. L. (1998). Factors That Influence Skill Decay and Retention: A Quantitative Review and Analysis. 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