Yayın: Effectiveness of Gamification Elements in Blended Learning Environments
| dc.contributor.author | Meşe, Can | |
| dc.contributor.author | DURSUN, ÖZCAN ÖZGÜR | |
| dc.contributor.orcid | 0000-0002-9759-7055 | |
| dc.contributor.orcid | 0000-0002-5866-5748 | |
| dc.date.accessioned | 2025-11-13T09:07:31Z | |
| dc.date.issued | 2019-07-01 | |
| dc.identifier.doi | https://doi.org/10.17718/tojde.601914 | |
| dc.identifier.endpage | 142 | |
| dc.identifier.issn | 1302-6488 | |
| dc.identifier.issue | 3 | |
| dc.identifier.openalex | W2964978053 | |
| dc.identifier.startpage | 119 | |
| dc.identifier.uri | https://hdl.handle.net/11421/522 | |
| dc.identifier.uri | https://doi.org/10.17718/tojde.601914 | |
| dc.identifier.volume | 20 | |
| dc.language.iso | en | |
| dc.relation.ispartof | Turkish Online Journal of Distance Education | |
| dc.rights | openAccess | |
| dc.subject | Qualitative property | |
| dc.subject | Mathematics education | |
| dc.subject | Data collection | |
| dc.subject | Psychology | |
| dc.subject | Blended learning | |
| dc.subject | Test (biology) | |
| dc.subject | Control (management) | |
| dc.subject | Significant difference | |
| dc.subject | Community of inquiry | |
| dc.subject | Computer science | |
| dc.subject | Educational technology | |
| dc.subject | Mathematics | |
| dc.subject | Artificial intelligence | |
| dc.subject | Cognition | |
| dc.subject | Statistics | |
| dc.subject.sdg | 4 | |
| dc.title | Effectiveness of Gamification Elements in Blended Learning Environments | |
| dc.type | Article | |
| dspace.entity.type | Publication | |
| local.authorid.openalex | A5063379113 | |
| local.authorid.openalex | A5090068517 |
