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Original Articles

Gamification design: A comparison of four m-learning courses

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Carol Shannon. (2019) Engaging Students in Searching the Literature. Medical Reference Services Quarterly 38:4, pages 326-338.
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Wei-Tsong Wang & Mega Kartika Sari. (2023) Examining the Effect of the Task-Technology Fit of Game Mechanisms on Learning Outcomes in Online Gamification Platforms. Journal of Educational Computing Research 61:8, pages 32-59.
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Zhanni Luo. (2022) Determinants of the perceived usefulness (PU) in the context of using gamification for classroom-based ESL teaching: A scale development study. Education and Information Technologies 28:4, pages 4741-4768.
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Fatma Burcu TOPU. (2023) Effects of Cognitive Load Level on Students’ Attitude towards the Gamified Course. Journal of Learning and Teaching in Digital Age 8:1, pages 93-112.
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Feray Ugur-Erdogmus & Recep Çakır. (2022) Effect of Gamified Mobile Applications and the Role of Player Types on the Achievement of Students. Journal of Educational Computing Research 60:4, pages 1063-1080.
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Susan A. Elwood, Misty R. Kesterson, Kelli Bippert, Heather DeGrande & Patricia Boyson. 2022. Handbook of Research on Digital-Based Assessment and Innovative Practices in Education. Handbook of Research on Digital-Based Assessment and Innovative Practices in Education 1 29 .
Krystian Demidiuk & Małgorzata Plechawska-Wójcik. (2022) Analysis of the impact of various gamification factors on the level of player satisfaction. Journal of Computer Sciences Institute 22, pages 1-7.
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Usman Khan Durrani, Ghazi Al Naymat, Rami M. Ayoubi, Muhammad Mustafa Kamal & Hanan Hussain. (2022) Gamified flipped classroom versus traditional classroom learning: Which approach is more efficient in business education?. The International Journal of Management Education 20:1, pages 100595.
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Chih-Hung Chung, Chunyi Shen & Yu-Zhen Qiu. 2022. Research Anthology on Developments in Gamification and Game-Based Learning. Research Anthology on Developments in Gamification and Game-Based Learning 1878 1893 .
Julia Dugnol-Menéndez, Estíbaliz Jiménez-Arberas, María Luisa Ruiz-Fernández, David Fernández-Valera, Allen Mok & Jesús Merayo-Lloves. (2021) A collaborative escape room as gamification strategy to increase learning motivation and develop curricular skills of occupational therapy students. BMC Medical Education 21:1.
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Abdul Azis, Ratu Syafianisa Nuzulismah, Dana Indra Sensuse, Ryan Randy Suryono & Kautsarina. (2021) Using Gamification and Andragogy Principle in Mobile Online Discussion to Improve User Engagement. Using Gamification and Andragogy Principle in Mobile Online Discussion to Improve User Engagement.
Ratu Syafianisa Nuzulismah, Abdul Azis, Dana Indra Sensuse, Kautsarina & Ryan Randy Suryono. (2021) Success Factors & Challenges for Mobile Collaborative Learning Implementation in Higher Education. Success Factors & Challenges for Mobile Collaborative Learning Implementation in Higher Education.
Andrés Chiappe-Laverde & Gustavo Adolfo Paz-Balanta. (2021) M-learning: Connecting Teaching and Learning Inside and Outside of School. Magis, Revista Internacional de Investigación en Educación 14, pages 1-24.
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Müzeyyen BULUT ÖZEK & Duygu GÜR. (2020) Mobil Öğrenmenin Öğrencilerin Akademik Başarısı, Motivasyonu ve Tutumları Üzerine Etkisi: Bir Meta Analiz Çalışması. Trakya Eğitim Dergisi.
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Zamzami Zainuddin, Samuel Kai Wah Chu, Muhammad Shujahat & Corinne Jacqueline Perera. (2020) The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review 30, pages 100326.
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Fotios Mitsakis & Theodosis Karageorgakis. 2020. The Future of HRD, Volume I. The Future of HRD, Volume I 167 191 .
Chih-Hung Chung, Chunyi Shen & Yu-Zhen Qiu. (2019) Students' Acceptance of Gamification in Higher Education. International Journal of Game-Based Learning 9:2, pages 1-19.
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