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Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review
Effect of using gamification of “Kahoot!” as a learning method on stress symptoms, anxiety symptoms, self-efficacy, and academic achievement among university students
Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences
Implementation of gamification and bloom’s digital taxonomy-based assessment: a scale development study with mixed-methods sequential exploratory design
From Difficulties to Functional Requirements - Deriving Requirements from Literature about Tool-supported Teaching of UML Diagrams in Software Engineering Education
The study on the effects of gamified interactive e-books on students’ learning achievements and motivation in a Chinese character learning flipped classroom
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