Hsiao, H., Chen, J., Chen, J., Chien, Y., Chang, C., & Chung, G. (2023). A Study on the Effects of Using Gamification with the 6E Model on High School Students' Computer Programming Self-Efficacy, IoT Knowledge, Hands-On Skills, and Behavioral Patterns. Educational Technology Research and Development, 71(4), 1821. https://doi.org/10.1007/s11423-023-10216-1
Παραπομπή σε μορφή Chicago (17η εκδ.)Hsiao, Hsien-Sheng, Jyun-Chen Chen, Jhen-Han Chen, Yu-Hung Chien, Chung-Pu Chang, και Guang-Han Chung. "A Study on the Effects of Using Gamification with the 6E Model on High School Students' Computer Programming Self-Efficacy, IoT Knowledge, Hands-On Skills, and Behavioral Patterns." Educational Technology Research and Development 71, no. 4 (2023): 1821. https://doi.org/10.1007/s11423-023-10216-1.
Παραπομπή σε μορφή MLA (9th εκδ.)Hsiao, Hsien-Sheng, et al. "A Study on the Effects of Using Gamification with the 6E Model on High School Students' Computer Programming Self-Efficacy, IoT Knowledge, Hands-On Skills, and Behavioral Patterns." Educational Technology Research and Development, vol. 71, no. 4, 2023, p. 1821, https://doi.org/10.1007/s11423-023-10216-1.