has been cited by the following article(s):
[1]
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The Effects of Gamification towards Year 5 Students' Achievement in Number Sense, Attitude and Motivation in Learning Mathematics
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International Journal of Academic Research in …,
2024 |
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[2]
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BRIX: A Gamified Application-Based Platform in German Language Learning for Beginners
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Nusantara Science and …,
2024 |
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[3]
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Konzept zur designbasierten Entwicklung von Serious Games und deren praktische Implementierung im Unterricht
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Serious Games und Gamification in der schulischen …,
2024 |
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[4]
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La gamificación en el proceso de enseñanza-aprendizaje de las Ciencias Naturales
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Polo del Conocimiento,
2024 |
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[5]
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The Role of Collaborative Authorship in Decentered Research Innovation: An Interdisciplinary, Interdepartmental, and Interinstitutional Model to Accelerate Research …
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Information, Medium & Society: Journal of …,
2023 |
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[6]
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Gamification of 2D and 3D Animation Subjects to Improve Learning Outcomes
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Journal of Education Technology,
2023 |
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[7]
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Educational video games as tools for raising awareness of the protection and preservation of cultural heritage
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Digital Presentation and Preservation of Cultural …,
2023 |
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[8]
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Kajian literatur: gamifikasi di pendidikan dasar
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SOKO GURU …,
2021 |
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[9]
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Rethinking the Virtual Learning Environments: Strategies for Adoption, Implementation, and Pedagogy
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[1]
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Update on the use of gamified educational resources in the development of cognitive skills
AG Salud,
2024
DOI:10.62486/agsalud202441
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[2]
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Serious Games und Gamification in der schulischen Bildung
2024
DOI:10.1007/978-3-658-44317-7_7
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[3]
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Game-Based Learning Model with Baamboozle Media Based on Artificial Intelligence Increases Student Engagement and Learning Outcomes
Jurnal Ilmiah Sekolah Dasar,
2024
DOI:10.23887/jisd.v8i2.67141
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[4]
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Update on the use of gamified educational resources in the development of cognitive skills
AG Salud,
2024
DOI:10.62486/agsalud202441
|
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