Subject
Management of Technology and Innovation,Applied Psychology,Business and International Management
Reference67 articles.
1. A qualitative investigation of student perceptions of game elements in a gamified course;Aldemir;Comput. Hum. Behav.,2018
2. Just opt in: how choosing to engage with technology impacts business students’ academic performance;Beatson;Journal of Accounting Education,2020
3. Gamification and e-learning for young learners: a systematic literature review, bibliometric analysis, and future research agenda;Behl;Technol. Forecast. Soc. Chang.,2022
4. Using thematic analysis in psychology;Braun;Qual. Res. Psychol.,2006
5. A theory of work gamification: something old, something new, something borrowed, something cool?;Cardador;Hum. Resour. Manag. Rev.,2017
Cited by
8 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献