Works matching IS 07356331 AND DT 2020 AND VI 57 AND IP 8
Results: 9
Comparing Collaborative and Cooperative Gameplay for Academic and Gaming Achievements.
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- Journal of Educational Computing Research, 2020, v. 57, n. 8, p. 2110, doi. 10.1177/0735633118825385
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Effect of a Serious Educational Game on Academic and Affective Outcomes for Statistics Instruction.
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- Journal of Educational Computing Research, 2020, v. 57, n. 8, p. 2053, doi. 10.1177/0735633118824693
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- Article
The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment.
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- Journal of Educational Computing Research, 2020, v. 57, n. 8, p. 2006, doi. 10.1177/0735633118823159
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- Article
The Effect of Assistance on Learning and Affect in an Algebra Tutor.
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- Journal of Educational Computing Research, 2020, v. 57, n. 8, p. 2032, doi. 10.1177/0735633118822103
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- Article
Are They Learning or Playing? Students' Perception Traits and Their Learning Self-Efficacy in a Game-Based Learning Environment.
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- Journal of Educational Computing Research, 2020, v. 57, n. 8, p. 1879, doi. 10.1177/0735633118820684
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- Article
Understanding Social Media Competence in Higher Education: Development and Validation of an Instrument.
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- Journal of Educational Computing Research, 2020, v. 57, n. 8, p. 1935, doi. 10.1177/0735633118820631
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A Systematic Review of Social Media Acceptance From the Perspective of Educational and Information Systems Theories and Models.
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- Journal of Educational Computing Research, 2020, v. 57, n. 8, p. 2085, doi. 10.1177/0735633118817879
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- Article
Teaching Competencies for Student-Centered, One-to-One Learning Environments: A Delphi Study.
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- Journal of Educational Computing Research, 2020, v. 57, n. 8, p. 1910, doi. 10.1177/0735633118816651
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- Article
Explaining Students' Continuance Intention to Use Mobile Web 2.0 Learning and Their Perceived Learning: An Integrated Approach.
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- Journal of Educational Computing Research, 2020, v. 57, n. 8, p. 1956, doi. 10.1177/0735633118805211
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- Article