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Subjects: Educational Games; Educational Technology; AnimationKansas
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AERA Online Paper Repository, Paper presented at the Annual Meeting of the American Educational Research Association (San Antonio, TX, Apr 27-May 1, 2017). 12 pp.
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This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' As Provided
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Subjects: *GAMIFICATION; *COLLABORATIVE learning; *ELECTRONIC games
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Mathematics & Informatics. 2020, Vol. 63 Issue 5, p471-483. 13p.
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Gamification is a widely accepted approach aimed at increasing the learner’s motivation. The paper presents a study on Copyright of Mathematics & Informatics is the property of Az Buki National Publishing House and its content may not be copied or emailed to multiple ...
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Journal of Higher Education Theory & Practice; 2014, Vol. 14 Issue 3, p9-19, 11p
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Simulation & Gaming; Dec2014, Vol. 45 Issue 6, p752-768, 17p
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Subjects: Video Games; Educational Games; Educational Technology
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Principal Leadership, v12 n1 p56-59 Sep 2011. 4 pp.
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The use of computer-based gaming in education is not a new phenomenon. Many educators nostalgically remember green Apple II monitors displaying the games Lemonade Stand ... ERIC
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Subjects: Game Based Learning; Computer Science Education; Females
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Journal of Computing in Higher Education, v33 n2 p441-474 Aug 2021. 34 pp.
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Abstract:
Underrepresentation of women in computer science (CS) increasingly demands the necessity to find and enhance current learning engagement approaches to bring ... As Provided
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Subjects: Science Instruction; Videoconferencing; Video Games
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Journal of Chemical Education, v97 n9 p3358-3368 Sep 2020. 11 pp.
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Abstract:
Social distancing during the COVID-19 pandemic presents mental health and academic obstacles for students. As mental health can strongly influence academic performance, addressing the loss ... As Provided
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