The Impact of Gamification on Doctoral Students’ Perceptions, Emotions, and Learning in an Online Environment
Author:
Publisher
Springer Science and Business Media LLC
Subject
Computer Science Applications,Education
Link
https://link.springer.com/content/pdf/10.1007/s11528-022-00833-7.pdf
Reference52 articles.
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2. An, Y. (2020). Designing effective gamified learning experiences. International Journal of Technology in Education, 3(2), 62–69. https://doi.org/10.46328/ijte.v3i2.27
3. Aldemir, T., Celik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235–254. https://doi.org/10.1016/j.chb.2017.10.001
4. Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322
5. Çakıroglu, Ü., Basıbüyük, B., Güler, M., Atabay, M., & Memis, B. Y. (2017). Gamifying an ICT course: Influences on engagement and academic performance. Computers in Human Behavior, 69, 98–107. https://doi.org/10.1016/j.chb.2016.12.018
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