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Articles

The use of GBL to teach mathematics in higher education

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Krista S. Gehring & Ethan Marshall. (2023) Ready Player One: Gamification of a Criminal Justice Course. Journal of Criminal Justice Education 34:4, pages 573-597.
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Dolors Gil-Doménech & Jasmina Berbegal-Mirabent. (2020) Making the learning of mathematics meaningful: An active learning experience for business students. Innovations in Education and Teaching International 57:4, pages 403-412.
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Kai-Lin Yang & Chia-Yang Chen. (2023) Effects of non-digital games integrated with digital games for advancing fifth graders’ spatial reasoning abilities. Education and Information Technologies.
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Roisin M. Lyons, Grace Fox & Simon Stephens. (2023) Gamification to enhance engagement and higher order learning in entrepreneurial education. Education + Training 65:3, pages 416-432.
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Irene Aliagas & Marta Retamosa. 2023. Learning With Escape Rooms in Higher Education Online Environments. Learning With Escape Rooms in Higher Education Online Environments 242 261 .
Gwo-Jen Hwang & Pei-Ying Chen. (2022) Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis. Entertainment Computing 40, pages 100459.
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Wendy Darby, Peggy Bergeron, Neysa Brown, Melissa DeFoor & Brittney Jones. (2020) Escape Room Relay Race: “Go for the Gold” in Formative Assessment. Journal of Nursing Education 59:11, pages 646-650.
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Nitin Naik, Paul Jenkins & David Newell. 2020. Complex, Intelligent, and Software Intensive Systems. Complex, Intelligent, and Software Intensive Systems 343 355 .
Nitin Naik, Paul Jenkins & Nick Savage. (2019) A Ransomware Detection Method Using Fuzzy Hashing for Mitigating the Risk of Occlusion of Information Systems. A Ransomware Detection Method Using Fuzzy Hashing for Mitigating the Risk of Occlusion of Information Systems.
Nitin Naik & Paul Jenkins. (2019) Relax, It’s a Game: Utilising Gamification in Learning Agile Scrum Software Development. Relax, It’s a Game: Utilising Gamification in Learning Agile Scrum Software Development.
Roxanne Bailey, Susan Bester, Washington T. Dudu, Aubrey Golightly, Marietjie Havenga, Divan Jagals, Dorothy Laubscher, Lesley Le Grange, Marry Mdakane, Elsa Mentz, Jako Olivier, Neal Petersen, Erika Potgieter, Tswakae Sebotsa, Melissa Speight Vaughn, Marthie van der Walt, Christo van der Westhuizen, Ben-Erik van Wyk & Lounell WhiteMarthie van der Walt, Erika Potgieter & Divan Jagals. 2019. The decolonisation of the curriculum project: The affordances of indigenous knowledge for self-directed learning. The decolonisation of the curriculum project: The affordances of indigenous knowledge for self-directed learning 181 222 .
Weiwei Wu & Dawei Shang. (2019) Employee usage intention of ubiquitous learning technology: An integrative view of user perception regarding interactivity, software, and hardware. IEEE Access, pages 1-1.
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Hussein Haruna, Xiao Hu, Samuel Chu, Robin Mellecker, Goodluck Gabriel & Patrick Ndekao. (2018) Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification. International Journal of Environmental Research and Public Health 15:9, pages 2027.
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Ivan García & Edgar Cano. (2018) A computer game for teaching and learning algebra topics at undergraduate level. Computer Applications in Engineering Education 26:2, pages 326-340.
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Xuesong Zhai, Yan Dong & Jing Yuan. (2018) Investigating Learners’ Technology Engagement - A Perspective From Ubiquitous Game-Based Learning in Smart Campus. IEEE Access 6, pages 10279-10287.
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