A study on the effects of using gamification with the 6E model on high school students’ computer programming self-efficacy, IoT knowledge, hands-on skills, and behavioral patterns
Author:
Funder
Ministry of Science and Technology, Taiwan
Publisher
Springer Science and Business Media LLC
Subject
Education
Link
https://link.springer.com/content/pdf/10.1007/s11423-023-10216-1.pdf
Reference65 articles.
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2. Hsiao, H. S., Lin, Y. W., Lin, K. Y., Lin, C. Y., Chen, J. H., & Chen, J. C. (2022). Using robot-based practices to develop an activity that incorporated the 6E model to improve elementary school students’ learning performances. Interactive Learning Environments, 30(1), 85–99. https://doi.org/10.1080/10494820.2019.1636090
3. Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Prentice Hall. https://doi.org/10.2307/258004
4. Bandura, A. (1997). Self-efficacy: The exercise of control. WH Freeman and Company.
5. Banfield, J., & Wilkerson, B. (2014). Increasing student intrinsic motivation and self-efficacy through gamification pedagogy. Contemporary Issues in Education Research (CIER), 7(4), 291–298. https://doi.org/10.19030/cier.v7i4.8843
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