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by
Rodriguez, Manuel, author.
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understanding, and the control group (n = 42) not using graphing calculators. The researcher compared these
by
Paulic, Deniz Jacqueline, author.
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Version SE); the control group played a digital game devoid of elements of self-efficacy for teamwork
by
O'Halloran, Michael J., author.
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consumption. Participants were randomly divided into intervention (n = 17) and control (n = 16) groups. Both
by
Wolff, Paul Benjamin Causey, author.
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gamification rooted in design best practices and relevant theory, and a method for evaluating that design.





