共 50 条
- [41] The use of animation in higher education teaching to support students with dyslexia EDUCATION AND TRAINING, 2007, 49 (01): : 25 - 35
- [43] The Use of ICT in Higher Education from the Perspective of the University Students KNOWLEDGE-BASED AND INTELLIGENT INFORMATION & ENGINEERING SYSTEMS (KSE 2021), 2021, 192 : 2309 - 2317
- [44] Gamification for Teaching - Learning Mathematics in Students of Basic Education INTELLIGENT HUMAN SYSTEMS INTEGRATION 2021, 2021, 1322 : 235 - 240
- [45] RESEARCH AND TRAINING OF STUDENTS OF THE TEACHING CAREER IN BASIC EDUCATION, TECHNICAL UNIVERSITY OF MACHALA REVISTA CONRADO, 2021, 17 (79): : 55 - 61
- [46] Implications of gamification in Higher Education: a systematic review of student perception RIE-REVISTA DE INVESTIGACION EDUCATIVA, 2021, 39 (01): : 169 - 188
- [47] Teaching use intention and self-perception of bLearning in higher education REVISTA DE EDUCACION, 2021, (391): : 199 - 224
- [48] A Study on Gamification for Higher Education Students' Engagement Towards Education 4.0 INTELLIGENT AND INTERACTIVE COMPUTING, 2019, 67 : 491 - 502
- [50] SECONDARY EDUCATION STUDENTS' PERCEPTION ABOUT GAMIFICATION IN THE EFL CLASSROOM REVISTA CONRADO, 2023, 19 (93): : 127 - 135