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Effectiveness of Gamification Elements in Blended Learning Environments

dc.contributor.authorMeşe, Can
dc.contributor.authorDURSUN, ÖZCAN ÖZGÜR
dc.contributor.orcid0000-0002-9759-7055
dc.contributor.orcid0000-0002-5866-5748
dc.date.accessioned2025-11-13T09:07:31Z
dc.date.issued2019-07-01
dc.identifier.doihttps://doi.org/10.17718/tojde.601914
dc.identifier.endpage142
dc.identifier.issn1302-6488
dc.identifier.issue3
dc.identifier.openalexW2964978053
dc.identifier.startpage119
dc.identifier.urihttps://hdl.handle.net/11421/522
dc.identifier.urihttps://doi.org/10.17718/tojde.601914
dc.identifier.volume20
dc.language.isoen
dc.relation.ispartofTurkish Online Journal of Distance Education
dc.rightsopenAccess
dc.subjectQualitative property
dc.subjectMathematics education
dc.subjectData collection
dc.subjectPsychology
dc.subjectBlended learning
dc.subjectTest (biology)
dc.subjectControl (management)
dc.subjectSignificant difference
dc.subjectCommunity of inquiry
dc.subjectComputer science
dc.subjectEducational technology
dc.subjectMathematics
dc.subjectArtificial intelligence
dc.subjectCognition
dc.subjectStatistics
dc.subject.sdg4
dc.titleEffectiveness of Gamification Elements in Blended Learning Environments
dc.typeArticle
dspace.entity.typePublication
local.authorid.openalexA5063379113
local.authorid.openalexA5090068517

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