On the Use of Instructional Games in Moroccan High Schools: Motives and Barriers
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DOI: 10.1177/10468781241287883
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- repec:igg:jmbl00:v:13:y:2021:i:3:p:71-90 is not listed on IDEAS
- Aysegul Liman Kaban, 2021. "Gamified E-Reading Experiences and Their Impact on Reading Comprehension and Attitude in EFL Classes," International Journal of Mobile and Blended Learning (IJMBL), IGI Global Scientific Publishing, vol. 13(3), pages 1-20, July.
- Bing Mei & Shuxia Yang, 2019. "Nurturing Environmental Education at the Tertiary Education Level in China: Can Mobile Augmented Reality and Gamification Help?," Sustainability, MDPI, vol. 11(16), pages 1-12, August.
- Dan Wang & Mas Nida Md Khambari & Su Luan Wong & Abu Bakar Razali, 2021. "Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App," Sustainability, MDPI, vol. 13(22), pages 1-26, November.
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