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Articles

Digital games for learning energy conservation: A study of impacts on motivation, attention, and learning outcomes

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Niko Yiannakoulias. (2022) Games in Socioenvironmental Research. Annals of the American Association of Geographers 112:5, pages 1207-1223.
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José Martí-Parreño, Amparo Galbis-Córdova & Rafael Currás-Pérez. (2021) Teachers’ beliefs about gamification and competencies development: A concept mapping approach. Innovations in Education and Teaching International 58:1, pages 84-94.
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Tarık Talan, Yunus Doğan & Veli Batdı. (2020) Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis. Journal of Research on Technology in Education 52:4, pages 474-514.
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Alp Cengiz. (2023) Descriptive of Pre Service English as a Foreign Language (EFL) Teachers’ Motivation to Become Teachers in Turkey. Journal Evaluation in Education (JEE) 4:2, pages 46-55.
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Malte S. Ubben, Fabienne E. Kremer, Susanne Heinicke, Annette Marohn & Stefan Heusler. (2023) Smartphone Usage in Science Education: A Systematic Literature Review. Education Sciences 13:4, pages 345.
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هدى الحوسني & سليمان البلوشي. (2023) فاعلية التدريس باستخدام تطبيق هاتفي قائم على منحى التلعيب في اكتساب المفاهيم العلمية لدى طلبة الصف الرابع الأساسي في ظل جائحة كورونا. مجلة جامعة الشارقة للعلوم الانسانية والاجتماعية 20:1.
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Zamzami Zainuddin. (2023) Integrating ease of use and affordable gamification-based instruction into a remote learning environment. Asia Pacific Education Review.
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Datu Buyung Agusdinata, Heide Lukosch, Muhammad Hanif & David Watkins. (2022) A Playful Approach to Household Sustainability: Results From a Pilot Study on Resource Consumption. Simulation & Gaming 54:1, pages 104-130.
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Ziqi Zhou. (2023) A novel architecture design for artificial intelligence-assisted culture conservation management system. Mathematical Biosciences and Engineering 20:6, pages 9693-9711.
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Shahzada M. Naeem Nawaz, Shahzad Alvi, Abid Rehman & Tayyaba Riaz. (2022) How do beliefs and attitudes of people influence energy conservation behavior in Pakistan?. Heliyon 8:10, pages e11054.
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Robert Costello & Lucy Smith. (2022) An Innovative Approach of Using Mobile Gaming to Bridge Well-Being, Anxiety, Depression, and Isolation. International Journal of Adult Education and Technology 13:1, pages 1-18.
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Zamzami Zainuddin, Ratna Farida, Cut Muftia Keumala, Rudi Kurniawan & Hadi Iskandar. (2021) Synchronous online flip learning with formative gamification quiz: instruction during COVID-19. Interactive Technology and Smart Education 19:2, pages 236-259.
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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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Robert Costello. 2022. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning 788 809 .
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Andre Thomas, Yun Li, Christine L. Kaunas, Marty Newcomb, Gerard E. Carrino, Lori D. Greenwood, Patrick D. St. Louis, LeRoy A. Marklund, Nephy G. Samuel & Hector O. Chapa. 2022. Global Perspectives on Educational Innovations for Emergency Situations. Global Perspectives on Educational Innovations for Emergency Situations 199 207 .
Robert Costello. (2021) COVID-19 Innovation Approach to Support Wellbeing, Anxiety, and Depression Through Gaming Technologies. International Journal of Organizational and Collective Intelligence 12:1, pages 1-18.
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Siu Yin Cheung & Kai Yin Ng. (2021) Application of the Educational Game to Enhance Student Learning. Frontiers in Education 6.
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Irina Tal, Longhao Zou, Margaret Farren & Gabriel-Miro Muntean. 2021. Computer Supported Education. Computer Supported Education 146 161 .
Huan Wu & Chen Guo. (2020) The Older Gamer in Games Studies: Marginalised or Idealised?. Cultural Science Journal 12:1, pages 23-35.
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Ricardo Rodrigues, Paula da Costa Ferreira, Rui Prada, Paula Paulino & Ana Margarida Veiga Simao. (2020) Developing Children's Regulation of Learning in Problem-Solving With a Serious Game. IEEE Computer Graphics and Applications 40:5, pages 26-40.
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Robert Costello. 2020. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education 62 94 .
Ricardo Rodrigues, Paula Ferreira, Rui Prada, Paula Paulino & Ana Margarida Veiga Simao. (2019) Festarola: a Game for Improving Problem Solving Strategies. Festarola: a Game for Improving Problem Solving Strategies.
Qurat-ul-Ain Qurat-ul-Ain, Farah Shahid, Muhammad Aleem, Muhammad Arshad Islam, Muhammad Azhar Iqbal & Muhammad Murtaza Yousaf. (2019) A Review of Technological Tools in Teaching and Learning Computer Science. EURASIA Journal of Mathematics, Science and Technology Education 15:11.
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Syed Far Abid Hossain, Xu Shan & Mohammad Nurunnabi. (2019) Is M-Learning a Challenge?. International Journal of e-Collaboration 15:1, pages 21-37.
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Robert Costello & Murray Lambert. (2019) Pokémon GO as a Cognitive and Societal Development Tool for Personalised Learning. International Journal of End-User Computing and Development 8:1, pages 1-30.
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Zi-Gang Ge. (2018) The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance. Computers & Education 126, pages 143-152.
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