The research deals with disengaged and motivated learners of 16-19 years old that improve their attitude and learning behaviours through the use of gamification. The study addresses the current issues with attendance, motivation and work-based success of the students on the course. Though students were attending, they were not achieving the long-term goals. The applied gamification tool is based on the award of badges for achievements in attendance in the classroom and workplace, completion of assessments, teamwork and completion of administration tasks.
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