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Enhancing Higher-Education Governance Through Telepresence Robots and Gamification: Strategies for Sustainable Practices in the AI-Driven Digital Era
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Enhancing Higher-Education Governance Through Telepresence Robots and Gamification: Strategies for Sustainable Practices in the AI-Driven Digital Era (2024)Enhancing Higher-Education Governance Thr…Exploring the Benefits and Challenges of Gamification in Enhancing Student Learning Outcomes (2024)Exploring the Benefits and Ch…Use of Technology by Higher Education Students (2023)Use of Technology by Higher E…The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)The role of gamified learning…Research design: qualitative, quantitative, and mixed methods approaches / sixth edition (2023)Research design: qualitative,…Designing Gamified Learning Management Systems for Higher Education (2023)Designing Gamified Learning M…The Discourse-Historical Approach: Methodological Innovation and Triangulation (2022)The Discourse-Historical Appr…The Applications of Constructivist Learning Theory and Social Learning Theory on Adult Continuous Development (2021)The Applications of Construct…Mediated learning materials: visibility checks in telepresence robot mediated classroom interaction (2021)Mediated learning materials: …Gamification in Higher Education (2021)Gamification in Higher Educat…Do Badges Affect Intrinsic Motivation in Introductory Programming Students? (2019)Do Badges Affect Intrinsic Mo…Framework + digital badges = online instruction for today (2018)Framework + digital badges = …Virtual Inclusion via Telepresence Robots in the Classroom: An Exploratory Case Study (2016)Virtual Inclusion via Telepre…User-enjoyable learning environment based on Gamification elements (2015)User-enjoyable learning envir…From game design elements to gamefulness (2011)Gamification. using game-design elements in non-gaming contexts (2011)Gamifying learning experiences: Practical implications and outcomes (2013)Gamification-based learning framework for a programming course (2017)Gamification in e-learning: The mitigation role in technostress (2021)APPLICATION OF DIGITAL GAME-BASED TOOLS FOR FORMATIVE ASSESSMENT AT FOREIGN LANGUAGE LESSONS (2022)The general causality orientations scale: Self-determination in personality (1985)The media equation: how people treat computers, television, and new media like real people and places (1997)The Discovery of Grounded Theory (2017)Going to School on a Robot (2019)Robomorphism: Examining the effects of telepresence robots on between-student cooperation (2021)The Acceptance of Telepresence Robots in Higher Education (2022)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Gamification of e-learning in higher education: a systematic literature review (2023)Women's Ways of Knowing: The Development of Self, Voice, and Mind (1988)Learning in adulthood: a comprehensive guide (1991)Constructivism and computer‐mediated communication in distance education (1995)The effectiveness of teachers’ written and verbal corrective feedback (CF) during formative assessment (FA) on male language learners’ academic anxiety (AA), academic performance (AP), and attitude toward learning (ATL) (2022)Escape rooms in pharmacy education: More than just a game (2024)Arts education and its role in enhancing cognitive development: A quantitative study of critical thinking and creativity in higher education (2025)Studies in Ethnomethodology. (1968)Glossary of transcript symbols with an introduction (2004)Sequence Organization in Interaction (2007)Learning Potentials Afforded by a Film in Task‐Based Language Classroom Interactions (2021)Multimodal Resolution of Overlapping Talk in Video-Mediated L2 Instruction (2022)Multimodality and Translanguaging in Video Interactions (2023)For the Win: How Game Thinking Can Revolutionize Your Business (2012)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-efficacy: the exercise of control (1997)Impact of gamification on school engagement: a systematic review (2024)The role of rewards in motivation—Beyond dichotomies (2024)The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trial (2025)A flood of illegal immigrants or a humanitarian crisis provoked by the government – A comparative mixed-methods analysis of framing strategies of Poland's two leading media outlets (2024)The Impact of Artificial Intelligence Interventions on Adolescent Mental Health: A Multidimensional Study Using ChatGPT, Gemini, and DeepSeek (2025)Adaptation and Acceptability of a Low-Intensity Cognitive Behavioral Therapy App to Support Low Mood and Worry Management in Female Forces Veterans: Mixed Methods Study (2026)
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References

  • 2023Research design: qualitative, quantitative, and mixed methods approaches / sixth edition429 cited
  • 2021The Applications of Constructivist Learning Theory and Social Learning Theory on Adult Continuous Development241 cited
  • 2023The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review217 cited
  • 2016Virtual Inclusion via Telepresence Robots in the Classroom: An Exploratory Case Study119 cited
  • 2019Do Badges Affect Intrinsic Motivation in Introductory Programming Students?73 cited
  • 2021Mediated learning materials: visibility checks in telepresence robot mediated classroom interaction60 cited
  • 2024Exploring the Benefits and Challenges of Gamification in Enhancing Student Learning Outcomes36 cited
  • 2015User-enjoyable learning environment based on Gamification elements31 cited
  • 2022The Discourse-Historical Approach: Methodological Innovation and Triangulation26 cited
  • 2023Designing Gamified Learning Management Systems for Higher Education25 cited
  • 2021Gamification in Higher Education22 cited
  • 2023Use of Technology by Higher Education Students21 cited
  • 2018Framework + digital badges = online instruction for today7 cited

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