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Source:
Journal of Information Technology Education: Research; 2022, Vol. 21, p1-23, 23p
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Journal of Information Technology Education: Research; 2021, Vol. 20, p283-308, 26p
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Journal of Information Technology Education: Research; 2019, Vol. 18, p395-417, 23p
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Journal of Information Technology Education: Research; 2020, Vol. 19, p833-854, 22p
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Journal of Information Technology Education: Research; 2022, Vol. 21, p639-661, 23p
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Journal of Information Technology Education: Research; 2017, Vol. 16 Issue 1, p301-317, 17p
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Journal of Information Technology Education: Research; 2022, Vol. 21, p169-196, 28p
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Journal of Information Technology Education: Research; 2020, Vol. 19, p475-488, 14p
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Journal of Information Technology Education: Research; 2019, Vol. 18, p481-507, 27p
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Subjects: *EDUCATIONAL technology; *SOCIAL learning; *HIGHER education
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Source:
Issues in Informing Science & Information Technology. 2013, Vol. 10, p195-207. 13p. 4 Color Photographs.
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Abstract:
Gamification has gained traction in recent years as an effective way of engaging users to perform actions in contexts that would ... Copyright of Issues in Informing Science & Information Technology is the property of Informing Science and its ...
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