A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective.
Background: Digital game‐based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in‐gaming achievements in DGBL...
| Published in: | Journal of Computer Assisted Learning Vol. 38; no. 5; pp. 1448 - 1465 |
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| Main Authors: | , |
| Format: | pictorial research tables/charts Journal Article |
| Published: |
Wiley-Blackwell
Oct2022
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| Online Access: | View this record in EBSCOhost |