Subject
Management of Technology and Innovation,Education
Reference98 articles.
1. Ayhan, S. & Taner, A. (2016). Examination of students’ perceptions about computer lessons carried out with gamification. Turkish Journal Of Computer And Mathematics Education, 7(3),553-577. doi:10.16949/turkbilmat.277871
2. Baker, C., Davis, D., & Dolgon, C. (2014). Toward a participatory imagination: Lessons on engagement from popular education and participatory action research. Farnham, UK: Ashgate.
3. Bal, M. (2018). Cok katmanli okuryazarlik baglaminda oyunlastirmanin Turkce ogretim surecine katkisi. Ana Dili Egitimi Dergisi, 6(1), 183-201.
4. Bogott, T. (2017). An exploration of technology integration using digital game-based learning with in early childhood settings. Retrieved on 26 February 2019 from https://search. proquest.com/docview/1961180994?accountid=15340
5. Bolat, Y. İ., Simsek, O., Ulker, U. (2017). Oyunlastirilmil çevrimiçi sinif yanitlama sisteminin akademik basariya etkisi ve sisteme yönelik gorusler. Abant Izzet Baysal Universitesi Egitim Fakultesi Dergisi, 17(4), 1741-1761.
Cited by
9 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