Digital game elements, user experience and learning: A conceptual framework
Author:
Funder
University of Amsterdam
Publisher
Springer Science and Business Media LLC
Subject
Library and Information Sciences,Education
Link
http://link.springer.com/article/10.1007/s10639-018-9730-6/fulltext.html
Reference139 articles.
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3. Bachen, C. M., Hernández-Ramos, P., Raphael, C., & Waldron, A. (2016). How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game? Computers in Human Behavior, 64, 77–87.
4. Bakker, A. B., Demerouti, E., & Brummelhuis, L. L. (2012). Work engagement, performance, and active learning: The role of conscientiousness. Journal of Vocational Behavior, 80(2), 555–564.
5. Bandura, A. (1997). Self-efficacy: The exercise of control. New York: Worth Publishers.
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