Effects Of Gamification And Blank-Qwerty-Touch Methods On Performance Of Business Education Students In Keyboarding

In Federal College Of Education, Kano, Nigeria

The Effects Of Gamification And Blank-Qwerty-Touch Methods On Performance Of Business Education Students In Keyboarding Complete Project Material (PDF/DOC)

Chapter One

1.0 INTRODUCTION
This chapter introduces the Effects Of Gamification And Blank-Qwerty-Touch Methods On Performance Of Business Education Students In Keyboarding and its relevance, states the research problems, research questions, and objectives, provides a background of the study, and should also include the research hypothesis.

Chapter Two

2.0 LITERATURE REVIEW
2.1 Introduction

The chapter presents a review of related literature that supports the current research on the Effects Of Gamification And Blank-Qwerty-Touch Methods On Performance Of Business Education Students In Keyboarding, systematically identifying documents with relevant analyzed information to help the researcher understand existing knowledge, identify gaps, and outline research strategies, procedures, instruments, and their outcomes

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Disclamer:

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