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The application of Metaverse XiRang game in the mixed teaching of art and Design in Colleges and Universities
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The application of Metaverse XiRang game in the mixed teaching of art and Design in Colleges and Universities (2023)The application of Metaverse XiRang game …Synthesis of Problem-Based Interactive Digital Storytelling Learning Model Under Gamification Environment Promotes Students’ Problem-Solving Skills (2022)Synthesis of Problem-Based In…Modelling Students’ Adoption of E-Learning During the COVID-19 Pandemic (2022)Modelling Students’ Adoption …How Has Gamification Within Digital Platforms Affected Self-Regulated Learning Skills During the COVID-19 Pandemic? Mixed-Methods Research (2022)How Has Gamification Within D…Modern educational technology (2019)Modern educational technologyProblem-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)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Designing and Conducting Mixed Methods Research (2007)Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review (2024)Gamified self-regulated learning improves EFL Reading comprehension, motivation, self-regulation skills and process patterns: Quasi-experiment with process mining (2025)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)User Acceptance of Information Technology: Toward A Unified View1 (2003)A Systematic Review of the Technology Acceptance Model for the Sustainability of Higher Education during the COVID-19 Pandemic and Identified Research Gaps (2022)Generation Z’s adoption of IoT: protection motivation theory as the underlying model and gender as a moderator (2023)Exploring Chinese Secondary School Students’ Acceptance of Live Video-Streamed Teaching Platforms in EFL Class: An Application of the Technology Acceptance Model (2024)A review of research on professional learning communities in mainland China (2006–2015) (2017)Engaging students in creative music making with musical instrument application in an online flipped classroom (2021)Differentiation approach in education: Tailoring instruction for diverse learner needs (2025)
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References

  • 2019Modern educational technology173 cited
  • 2022How Has Gamification Within Digital Platforms Affected Self-Regulated Learning Skills During the COVID-19 Pandemic? Mixed-Methods Research69 cited
  • 2022Synthesis of Problem-Based Interactive Digital Storytelling Learning Model Under Gamification Environment Promotes Students’ Problem-Solving Skills29 cited
  • 2022Modelling Students’ Adoption of E-Learning During the COVID-19 Pandemic17 cited

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