The Cognitive and Social Motivational Affordances of Gamification in E-Learning Environment

Author:

Abu-Dawood Sumayah

Publisher

IEEE

Cited by 19 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

1. Integrating theories for insight: an amalgamated model for gamified virtual reality adoption by science teachers;Education and Information Technologies;2024-07-13

2. Game-based learning in scientific literature: text mining analysis;REV EDUC-MADRID;2024

3. Gamification acceptance model towards online learning among college students: an empirical study based on mediation and moderation;Asian Education and Development Studies;2024-04-18

4. Train Your Attention and Executive Functions with Eye-Riders! A Videogame for Improving Cognitive Abilities in Neurodiverse Children;2024 IEEE 21st Consumer Communications & Networking Conference (CCNC);2024-01-06

5. Playing to Improve Memory;Handbook of Research on Advances in Digital Technologies to Promote Rehabilitation and Community Participation;2023-12-07

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