The effectiveness of using in-game cards as reward
Author:
Publisher
Springer Science and Business Media LLC
Subject
Management of Technology and Innovation,Media Technology,Education,Social Psychology
Link
http://link.springer.com/content/pdf/10.1186/s41039-017-0054-8.pdf
Reference41 articles.
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3. Boyle, T. (1997). Design for multimedia learning. London: Prentice Hall.
4. Brunborg, G. S., Mentzoni, R. A., & Froyland, L. R. (2014). Is video gaming, or video game addition, associated with depression, academic achievement, heavy episodic drinking, or conduct problems? Journal Behavioral Additions, 3(1), 27–32.
5. Chappell, K. K., & Taylor, C. S. (1997). Evidence for the reliability and factorial validity of the computer game attitude scale. Journal of Educational Computing Research, 17(1), 67–77.
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