Showing results 2 to 4 of 4
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Title | Author(s) | Issue Date | |
---|---|---|---|
Gamification of Flipped Classroom: FIBER Vs. G-FIBER Proceeding/Conference:2021 International Symposium on Educational Technology (ISET) | 2021 | ||
Learning sciences: Promoting In-depth Reform of Education Journal:China Educational Technology | 2015 | ||
Using Non-Player Characters to Scaffold Non-Gamer Students in Serious Gaming Book:Learning, Design, and Technology: An International Compendium of Theory, Research, Practice, and Policy | 2016 |