1. Adams, D. M., McLaren, B. M., Mayer, R. E. Forlizzi, J. (2017). A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach. International Journal of Game-Based Learning, 7(1), 36-56. https://doi.10.4018/ijgbl.2017010103
2. Aksoy, N. C. (2014). The Effect of Digital Game-Based Mathematics Teaching on the Achievement, Achievement Motivation, Self-Efficacy and Attitude Characteristics of Secondary School 6th Grade Students. (Unpublished doctoral thesis), Gazi University, Institute of Educational Sciences, Ankara.
3. Aktaş, M., Bulut, G. G., & Aktaş, B. K. (2022). The Effect Of The Mobile Game Developed To Increase The Mental Processing Skills Of Secondary School 6th Grade Students On The Attitudes Of The Students To The Mathematics Lesson. Mathematics and Science Education, 61, 1258-1264. http://dx.doi.org/10.29228/smryj.63594
4. Altun, D. (2019). An investigation of preschool children’s digital footprints and screen times, and of paarents’sharenting and digital parenting roles. International of Eurasia Social, 10(35), 76-97. https://www.ijoess.com/Makaleler/147332736_5.%2076-97%20dilek%20altun.pdf
5. Ar, N. A. (2016). The effects of gamification on academic achievement and learning strategies usage of vocational high school students (Unpublished master's thesis). Sakarya University, Computer and Instructional Technologies Education, Sakarya.