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*
*此作品的通信作者
研究成果: 雜誌貢獻 › 期刊論文 › 同行評審
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引文
斯高帕斯(Scopus)