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IDT Experts' Views on Gamification Elements' Effectiveness in E-Learning Settings

dc.contributor.authorMeşe, Can
dc.contributor.authorDönmez, Onur
dc.contributor.authorDursun, Onur
dc.contributor.orcid0000-0002-9759-7055
dc.contributor.orcid0000-0001-5200-1468
dc.date.accessioned2025-11-13T22:46:04Z
dc.date.issued2015-03-02
dc.identifier.endpage817
dc.identifier.issue1
dc.identifier.openalexW2284440542
dc.identifier.startpage815
dc.identifier.urihttps://hdl.handle.net/11421/15241
dc.identifier.urihttps://www.learntechlib.org/p/150095/proceeding_150095.pdf
dc.identifier.volume2015
dc.language.isoen
dc.relation.ispartofSociety for Information Technology & Teacher Education International Conference
dc.rightsrestrictedAccess
dc.subjectComputer science
dc.subjectPsychology
dc.subjectHuman–computer interaction
dc.subject.sdg13
dc.titleIDT Experts' Views on Gamification Elements' Effectiveness in E-Learning Settings
dc.typeArticle
dspace.entity.typePublication
local.authorid.openalexA5063379113
local.authorid.openalexA5049205132
local.authorid.openalexA5077669423

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