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The Effectiveness of Using In-Game Cards as Reward

Research and Practice in Technology Enhanced Learning - Singapore
doi 10.1186/s41039-017-0054-8
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Categories
Social PsychologyMedia TechnologyEducationManagement of TechnologyInnovation
Date

August 1, 2017

Authors
Peayton ChenRita KuoMaiga ChangJia-Sheng Heh
Publisher

Springer Science and Business Media LLC


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