Kirjallisuusviitteet
Last updated
Last updated
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Hwang, G. J., & Chen, C. H. (2017). Influences of an inquiry-based ubiquitous gaming design on students’ learning achievements, motivation, behavioral patterns, and tendency towards critical thinking and problem solving. British Journal of Educational Technology, 48(4), 950–971.
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Cárdenas-Sainz, B. A., Barrón-Estrada, M. L., Zatarain-Cabada, R., & Chavez-Echeagaray, M. E. (2023). Evaluation of eXtended reality (XR) technology on motivation for learning physics among students in mexican schools. Computers & Education: X Reality, 3, 100036.
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Hernández-Lara, A. B., Serradell-López, E., & Fitó-Bertran, À. (2019). Students’ perception of the impact of competences on learning: An analysis with business simulations. Computers in Human behavior, 101, 311-319.
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Krčelić, P. (2017). Why (not) learn English: Gender differences in learners' motivation and demotivation. In EDULEARN17 Proceedings, 9th International Conference on Education and New Learning Technologies.
Kreijns, K., Kirschner, P. A., Jochems, W., & Van Buuren, H. (2007). Measuring perceived sociability of computer-supported collaborative learning environments. Computers & Education, 49(2), 176-192.
Kuo, Y. C., Walker, A. E., Schroder, K. E., & Belland, B. R. (2014). Interaction, Internet self-efficacy, and self-regulated learning as predictors of student satisfaction in online education courses. The Internet and Higher Education, 20, 35-50.
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Maican, C., Cazan, A.-M., Lixandroiu, R., Dovleac, L., & Maican, M. A. (2021). Exploring the factors influencing the use of communication and collaboration applications. Journal of Organizational and End User Computing, 33(4). 94-124.
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