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 journalArticlepeer-review

12 Citations (Scopus)

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Computer Science