共 50 条
- [1] Identifying Meaningful Gamification-Based Elements Beneficial to Novice Programmers [J]. 26TH INTERNATIONAL CONFERENCE ON COMPUTERS IN EDUCATION (ICCE 2018), 2018, : 619 - 624
- [2] Investigating the Impact of a Meaningful Gamification-Based Intervention on Novice Programmers' Achievement [J]. ARTIFICIAL INTELLIGENCE IN EDUCATION, PART I, 2018, 10947 : 3 - 16
- [4] Towards a Framework for Gamification-Based Intervention Mapping in mHealth [J]. ENTERTAINMENT COMPUTING (ICEC 2015), 2015, 9353 : 508 - 513
- [5] EMVille: A Gamification-Based Approach to Address the Equivalent Mutant Problem [J]. PROCEEDINGS OF THE 2017 7TH INTERNATIONAL CONFERENCE ON COMPUTER AND KNOWLEDGE ENGINEERING (ICCKE), 2017, : 326 - 332
- [6] The Effect of Intervention Using a Gamification-Based Morphological Approach on the Writing Skills of Children with Poor Writing Skills [J]. COMMUNICATION SCIENCES AND DISORDERS-CSD, 2021, 26 (02): : 348 - 365
- [7] UTILIZING AN SDL APPROACH IN DESIGNING A GAMIFICATION-BASED MOOC TO ENHANCE AUTONOMOUS LEARNING [J]. JOURNAL OF INFORMATION TECHNOLOGY EDUCATION-RESEARCH, 2024, 23
- [8] Exploring museum service experience using gamification-based personas with distinct motivations [J]. 2019 7TH INTERNATIONAL FORUM ON INDUSTRIAL DESIGN, 2019, 573