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Students' learning performance in a gamified and self-determined learning environment.

, , , and . OCTA, page 1-5. IEEE, (2020)

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An investigation of the factors affecting the perception of gamification and game elements., , , and . ICTA, page 1-6. IEEE, (2017)An investigation of AI in games: educational intelligent games vs non-educational games., , , and . OCTA, page 1-4. IEEE, (2020)Investigating 5th-grade students' opinions and attitudes towards using an Arabic pedagogical agent., , and . ICTA, page 1-5. IEEE, (2021)Facebook as a Learning Tool in Classrooms: A Case Study., , , and . AICCSA, page 509-514. IEEE Computer Society, (2017)Evaluation of Personalization Strategies Based on Fuzzy Logic., , , , and . ICALT, page 254-256. IEEE Computer Society, (2011)Unobtrusive monitoring of learners' game interactions to identify their dyslexia level., , , , , , and . ICALT, page 109-113. IEEE, (2020)Personality Effects on Students' Intrinsic Motivation in a Gamified Learning Environment., , , , , and . ICALT, page 100-102. IEEE, (2019)Enhanced Federation and Reuse of E-Learning Components Using Cloud Computing., , , and . ICSLE, page 159-166. Springer, (2014)Learner Modeling Using Educational Games: A Review of the Literature., , , and . Smart Learn. Environ., 2 (1): 6 (2015)Students' learning performance in a gamified and self-determined learning environment., , , and . OCTA, page 1-5. IEEE, (2020)