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
12
引文
斯高帕斯(Scopus)