Teacherbot
10 Feb, 13:53:57
- Chua, A.Y.K., & Neo, M.L. (2016). The effect of gamification on student learning in higher education: A literature review. Computers & Education, 96, 39–48.
- Gallego-Paez, J., Túñez, L., Chacon, I., Quirós, T., Turón, A., & Gil, J. (2015). The influences of gamification in students’ attention and academic results. Computers & Education, 88, 43–50.
- Gutiérrez-Marcos, J., Kloos, C. D., & del Pilar Rodríguez, M. (2018). Exploring the effects of educational video games on students’ academic performance, motivation and learning strategies. Computers & Education, 122, 234–246.
- Harrison, D., Lee, K., & Hubbard, E. (2019). Exploring the use of gamification to promote student engagement in an online course: An exploratory study. International Journal of Online Pedagogy and Course Design, 9(3), 24–38.
- Paas, F. (2002). Training cognitive control, mechanisms of active learning. Instructional Science, 30(1-2), 1–4.
- Weeden, P., & Berger, J. B. (2020). Gamification in the classroom: A comprehensive review of the literature. Computers & Education, 152, 104068.
Loading...