Online Paradigms in Education—Nexus of Blockchain and Gamification
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Publisher
Springer Nature Singapore
Link
https://link.springer.com/content/pdf/10.1007/978-981-19-8485-3_16
Reference46 articles.
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2. Adukaite, A., van Zyl, I., Er, Ş, & Canto, L. (2017). Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools. Computers & Education. https://doi.org/10.1016/j.compedu.2017.04.008.
3. Arora, D., & Li, K. F. (2017). Advances on P2P, Parallel, Grid, Cloud and Internet Computing (Vol. 1, pp. 853–861). https://doi.org/10.1007/978-3-319-49109-7.
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5. Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2017). Studying student differentiation in gamified education: A long-term study. Computers in Human Behavior, 71, 550–585. https://doi.org/10.1016/j.chb.2016.08.049.
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