A study on the effects of using gamification with the 6E model on high school students’ computer programming self-efficacy, IoT knowledge, hands-on skills, and behavioral patterns
- Hsien Sheng Hsiao
- , Jyun Chen Chen
- , Jhen Han Chen
- , Yu Hung Chien
- , Chung Pu Chang
- , Guang Han Chung*
*Corresponding author for this work
Research output: Contribution to journal › Article › peer-review
24
Link opens in a new tab
Citations
(Scopus)