Using Gamified Strategies in Higher Education: Relationship between Intrinsic Motivation and Contextual Variables
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- Jesús López-Belmonte & Adrian Segura-Robles & Arturo Fuentes-Cabrera & María Elena Parra-González, 2020. "Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning," IJERPH, MDPI, vol. 17(7), pages 1-12, March.
- Rocío Martínez-Jiménez & Cristina Pedrosa-Ortega & Ana Licerán-Gutiérrez & M. Carmen Ruiz-Jiménez & Elia García-Martí, 2021. "Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects," Sustainability, MDPI, vol. 13(5), pages 1-13, March.
- Rizwan Raheem Ahmed & Faryal Salman & Shahab Alam Malik & Dalia Streimikiene & Riaz Hussain Soomro & Munwar Hussain Pahi, 2020. "Smartphone Use and Academic Performance of University Students: A Mediation and Moderation Analysis," Sustainability, MDPI, vol. 12(1), pages 1-28, January.
- Laura Guerrero-Puerta & Miguel. A Guerrero, 2021. "Could Gamification Be a Protective Factor Regarding Early School Leaving? A Life Story," Sustainability, MDPI, vol. 13(5), pages 1-19, February.
- Alberto Ferriz-Valero & Ove Østerlie & Salvador García Martínez & Miguel García-Jaén, 2020. "Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education," IJERPH, MDPI, vol. 17(12), pages 1-16, June.
- Sebastián Fierro-Suero & Bartolomé J. Almagro & Pedro Sáenz-López & José Carmona-Márquez, 2020. "Perceived Novelty Support and Psychological Needs Satisfaction in Physical Education," IJERPH, MDPI, vol. 17(11), pages 1-14, June.
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