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Term for identification: Hundred Schools Period
Rewards and Punishments
Incentives and consequences used to reinforce desired behavior and discourage unwanted behavior, respectively.
Gamification
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
Mastery
A high level of skill or knowledge in a particular subject or activity.
Frequency Marketing
A marketing strategy designed to reward customer loyalty by providing benefits or rewards based on the frequency of purchase or engagement.
Q6: Term for identification: Tang Dynasty
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Q40: Term for identification: polis
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Q53: Compare and contrast the similarities and differences