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Improvement in the Learning Environment through Gamification of the Educational Process
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Improvement in the Learning Environment through Gamification of the Educational Process (2016)Improvement in the Learning Environment t…Synthesis of Problem-Based Interactive Digital Storytelling Learning Model Under Gamification Environment Promotes Students’ Problem-Solving Skills (2022)Synthesis of Problem-Based In…Threats and risks from the digitalization of society and artificial intelligence: Views of generation Z students (2021)Threats and risks from the di…Engaging Students in Basic Cybersecurity Concepts Using Digital Game-Based Learning: Computer Games as Virtual Learning Environments (2020)Engaging Students in Basic Cy…Predicting Effect Implementing the Jigsaw Strategy on the Academic Achievement of Students in Mathematics Classes (2019)Predicting Effect Implementin…A Handbook for Teaching and Learning in Higher Education (2008)Teaching in a Digital Age: How Educators Use Technology to Improve Student Learning (2016)Understanding Research Methods (2017)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A Revision of Bloom's Taxonomy: An Overview (2002)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Generations: The History of America's Future, 1584 to 2069 (1991)5 things HR professionals need to know about Generation Z (2017)New rules of social media shopping: Personality differences of U.S. Gen Z versus Gen X market mavens (2020)Problem-Based Learning: What and How Do Students Learn? (2004)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The application of Metaverse XiRang game in the mixed teaching of art and Design in Colleges and Universities (2023)
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  • 2019Predicting Effect Implementing the Jigsaw Strategy on the Academic Achievement of Students in Mathematics Classes34 cited
  • 2022Synthesis of Problem-Based Interactive Digital Storytelling Learning Model Under Gamification Environment Promotes Students’ Problem-Solving Skills29 cited
  • 2020Engaging Students in Basic Cybersecurity Concepts Using Digital Game-Based Learning: Computer Games as Virtual Learning Environments26 cited
  • 2021Threats and risks from the digitalization of society and artificial intelligence: Views of generation Z students12 cited

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