Play hard, study hard? The influence of gamification on students' study engagement. [PDF]
Chen J, Liang M.
europepmc +1 more source
Games and Creativity: A Theoretical Framework. [PDF]
Mercier M +2 more
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Editorial for EAIT issue 2, 2022. [PDF]
Tatnall A.
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A Digital Math Game and Multiple-Try Use with Primary Students: A Sex Analysis on Motivation and Learning. [PDF]
Cubillos C +3 more
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Teaching microbiology in times of plague. [PDF]
Sánchez-Angulo M +2 more
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The Benefits of Digital Game-Based Learning (DGBL) on Indonesian High School Students’ Engagement in Learning English as Foreign Language (EFL) [PDF]
openaire +1 more source
Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review. [PDF]
Maxim RI, Arnedo-Moreno J.
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A synthesis of systematic review research on emerging learning environments and technologies. [PDF]
Martin F, Dennen VP, Bonk CJ.
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How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method. [PDF]
Pan L +6 more
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Exploring the relationship between digital gaming, language attitudes, and academic success in EFL university students. [PDF]
Vnucko G, Kralova Z, Tirpakova A.
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