Gamification in education: a mixed-methods study of gender on computer science students’ academic performance and identity development
Author:
Funder
National Science Foundation
Publisher
Springer Science and Business Media LLC
Subject
Education
Link
http://link.springer.com/content/pdf/10.1007/s12528-021-09271-5.pdf
Reference91 articles.
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3. Alomari, H. W., Ramasamy, V., Kiper, J. D., & Potvin, G. (2020). A User Interface (UI) and User eXperience (UX) evaluation framework for cyberlearning environments in computer science and software engineering education. Heliyon, 6(5), e03917.
4. Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological review, 84(2), 191–215.
5. Banfield, J., & Wilkerson, B. (2014). Motivation and self-efficacy. Contemporary Issues in Education Research, 7(4), 291–298.
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