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Articulate Storyline 3 multimedia based on gamification to improve critical thinking skills and self-regulated learning
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(1998)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Analytical study on the impact of technology in higher education during the age of COVID-19: Systematic literature review (2021)Teaching and Teacher Education (2021)Academia's responses to crisis: A bibliometric analysis of literature on online learning in higher education during COVID‐19 (2022)Argument Maps Improve Critical Thinking (2004)The silent and the vocal: Participation and learning in whole-class discussion (2016)The Effect of STEM-PjBL and Discovery Learning on Improving Students' Problem-Solving Skills of Impulse and Momentum Topic (2020)Case study research: design and methods (2011)Qualitative Case Study Methodology: Study Design and Implementation for Novice Researchers (2015)Thematic Analysis (2017)An Empirical Test of the Theory of Gamified Learning (2014)Gamification of task performance with leaderboards: A goal setting experiment (2015)Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017)Qualitative Analysis for Social Scientists (1987)International Journal of Business and Social Science (2018)Researcher Positionality - A Consideration of Its Influence and Place in Qualitative Research - A New Researcher Guide (2020)
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References

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  • 2017Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference216 cited
  • 2020Gamified flipped EFL classroom for primary education: student and teacher perceptions137 cited

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  • 2021Special issue: Covid-19 and the role of technology and pedagogy on school education during a pandemic129 cited
  • 2021Blended learning with Edmodo: The effectiveness of statistical learning during the COVID-19 pandemic99 cited
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