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Influence of Gamification Elements on Emotion, Interest and Online Participation

dc.contributor.authorDURSUN, ÖZCAN ÖZGÜR
dc.contributor.authorÖzcan Özgür Dursun
dc.contributor.orcid0000-0002-9759-7055
dc.contributor.orcid0000-0002-5866-5748
dc.date.accessioned2025-11-13T10:06:57Z
dc.date.issued2018-10-23
dc.identifier.doihttps://doi.org/10.15390/eb.2018.7726
dc.identifier.endpage95
dc.identifier.issn1300-1337
dc.identifier.issue196
dc.identifier.openalexW2898513388
dc.identifier.startpage67
dc.identifier.urihttps://hdl.handle.net/11421/3167
dc.identifier.urihttps://doi.org/10.15390/eb.2018.7726
dc.identifier.volume43
dc.language.isoen
dc.relation.ispartofTED EĞİTİM VE BİLİM
dc.rightsopenAccess
dc.subjectPopularity
dc.subjectContext (archaeology)
dc.subjectPsychology
dc.subjectControl (management)
dc.subjectAdaptation (eye)
dc.subjectMultimedia
dc.subjectComputer science
dc.subjectFace-to-face
dc.subjectMathematics education
dc.subjectSocial psychology
dc.subjectArtificial intelligence
dc.subject.sdg4
dc.titleInfluence of Gamification Elements on Emotion, Interest and Online Participation
dc.typeArticle
dspace.entity.typePublication
local.authorid.openalexA5090068517

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