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Gaming personality and game dynamics in online discussion instructions

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Mouna Denden, Ahmed Tlili, Nian-Shing Chen, Mourad Abed, Mohamed Jemni & Fathi Essalmi. (2022) The role of learners’ characteristics in educational gamification systems: a systematic meta-review of the literature. Interactive Learning Environments 0:0, pages 1-23.
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Errol Scott Rivera & Claire Louise Palmer Garden. (2021) Gamification for student engagement: a framework. Journal of Further and Higher Education 45:7, pages 999-1012.
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Matteo Orsoni, Adam Dubé, Catia Prandi, Sara Giovagnoli, Mariagrazia Benassi, Elvis Mazzoni & Martina Benvenuti. (2023) Learning Landscape in Gamification: The Need for a Methodological Protocol in Research Applications. Perspectives on Psychological Science.
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Elif Polat. (2023) Gamification implementation for educational purposes: a scoping review (2013-2018). Educational Technology Quarterly.
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Pedro Costa & Helena Rodrigues. (2023) The ever-changing business of e-commerce-net benefits while designing a new platform for small companies. Review of Managerial Science.
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Adele H.T. Kam & Irfan. N. Umar. (2022) Would gamification affect high and low achievers differently? A study on the moderating effects of academic achievement level. Education and Information Technologies 28:7, pages 8075-8095.
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Leland Masek. 2023. Simulation and Gaming for Social Impact. Simulation and Gaming for Social Impact 171 184 .
A E J Van Gaalen, J Schönrock-Adema, R J Renken, A D C Jaarsma & J R Georgiadis. (2022) Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology. JMIR Serious Games 10:2, pages e30464.
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Souha Bennani, Ahmed Maalel & Henda Ben Ghezala. (2021) Adaptive gamification in E‐learning: A literature review and future challenges. Computer Applications in Engineering Education 30:2, pages 628-642.
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Tafadzwa Nyahuye & Adriana Aletta Steyn. 2022. ICT Education. ICT Education 111 128 .
Jeffri Prayitno Bangkit Saputra, Achmad Nizar Hidayanto, Harjanto Prabowo & Meyliana. (2021) A Systematic Literature Review of Gamification in Massive Online Open Course. A Systematic Literature Review of Gamification in Massive Online Open Course.
Nila Armelia Windasari & Fu-ren Lin. (2021) Why Do People Continue Using Fitness Wearables? The Effect of Interactivity and Gamification. SAGE Open 11:4, pages 215824402110566.
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Murat SAĞLAM & Füsun TOPSÜMER. (2019) Üniversite Öğrencilerinin Dijital Oyun Oynama Nedenlerine İlişkin Nitel Bir ÇalışmaA Qualitative Study on the Reasons of Digital Game Playing of University Students. Akdeniz Üniversitesi İletişim Fakültesi Dergisi:32, pages 485-504.
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Christo Dichev & Darina Dicheva. (2017) Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education 14:1.
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