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1
The effect of computer-assisted teaching on remedying misconceptions: The case of the subject “probability”
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Artigo
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The effect of computer-assisted teaching on remedying misconceptions: The case of the subject “probability”

Gürbüz, Ramazan ; Birgin, Osman

Computers and education, 2012-04, Vol.58 (3), p.931-941 [Periódico revisado por pares]

Elsevier Ltd

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2
Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation
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Artigo
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Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation

Papastergiou, Marina

Computers and education, 2009, Vol.52 (1), p.1-12 [Periódico revisado por pares]

Elsevier Ltd

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3
Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning
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Artigo
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Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning

Meluso, Angela ; Zheng, Meixun ; Spires, Hiller A. ; Lester, James

Computers and education, 2012-09, Vol.59 (2), p.497-504 [Periódico revisado por pares]

Elsevier Ltd

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4
Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation
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Artigo
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Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation

Liu, Tsung-Yu ; Chu, Yu-Ling

Computers and education, 2010-09, Vol.55 (2), p.630-643 [Periódico revisado por pares]

Elsevier Ltd

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5
Effects of constructing versus playing an educational game on student motivation and deep learning strategy use
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Effects of constructing versus playing an educational game on student motivation and deep learning strategy use

Vos, Nienke ; van der Meijden, Henny ; Denessen, Eddie

Computers and education, 2011, Vol.56 (1), p.127-137 [Periódico revisado por pares]

Elsevier Ltd

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6
Embedding game-based problem-solving phase into problem-posing system for mathematics learning
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Artigo
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Embedding game-based problem-solving phase into problem-posing system for mathematics learning

Chang, Kuo-En ; Wu, Lin-Jung ; Weng, Sheng-En ; Sung, Yao-Ting

Computers and education, 2012-02, Vol.58 (2), p.775-786 [Periódico revisado por pares]

Elsevier Ltd

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7
EGameFlow: A scale to measure learners’ enjoyment of e-learning games
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Artigo
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EGameFlow: A scale to measure learners’ enjoyment of e-learning games

Fu, Fong-Ling ; Su, Rong-Chang ; Yu, Sheng-Chin

Computers and education, 2009, Vol.52 (1), p.101-112 [Periódico revisado por pares]

Elsevier Ltd

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8
A Heuristic Algorithm for planning personalized learning paths for context-aware ubiquitous learning
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A Heuristic Algorithm for planning personalized learning paths for context-aware ubiquitous learning

Hwang, Gwo-Jen ; Kuo, Fan-Ray ; Yin, Peng-Yeng ; Chuang, Kuo-Hsien

Computers and education, 2010-02, Vol.54 (2), p.404-415 [Periódico revisado por pares]

Elsevier Ltd

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9
Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning
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Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning

Yang, Jie Chi ; Chen, Chih Hung ; Chang Jeng, Ming

Computers and education, 2010-11, Vol.55 (3), p.1346-1356 [Periódico revisado por pares]

Elsevier Ltd

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10
What is online learner participation? A literature review
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What is online learner participation? A literature review

Hrastinski, Stefan

Computers and education, 2008-12, Vol.51 (4), p.1755-1765 [Periódico revisado por pares]

Elsevier Ltd

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