1. Collaborative Multiuser-Serious-Games for electronic textbooks-Learning games in computer science;leonhardt;Das Elektronische Schulbuch 2017 Fachdidaktische Anforderungen und Ideen treffen auf Lösungsvorschläge der Informatik,2017
2. The effectiveness of using in-game cards as reward
3. Does Gamifying Homework Influence Performance and Perceived Gameful Experience?
4. Effect of cognitive style and gender on adolescents’ problem solving ability
5. E-textbook technology: Are instructors using it and what is the impact on student learning?;kim;Journal of Research in Innovative Teaching & Learning,2021