Introduction: Rushing Online
Author:
Publisher
Springer International Publishing
Link
https://link.springer.com/content/pdf/10.1007/978-3-031-35855-5_1
Reference70 articles.
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3. Alsawaier, R.S. 2018. The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology 35 (1): 56–79. https://doi.org/10.1108/IJILT-02-2017-0009.
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5. Arbaugh, et al. 2008. Developing a community of inquiry instrument: Testing a measure of the Community of Inquiry framework using a multi-institutional sample. The Internet and Higher Education 11 (3–4): 133–136. https://doi.org/10.1016/j.iheduc.2008.06.003.
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