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

2 引文 斯高帕斯(Scopus)

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INIS

Computer Science