Liu, G., Fathi, J., & Rahimi, M. (2024). Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners. Journal of Computer Assisted Learning, 40(4), 1347-1365.
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Cita Chicago Style (17a ed.)
Liu, Gi‐Zen, Jalil Fathi, y Masoud Rahimi. "Using Digital Gamification to Improve Language Achievement, Foreign Language Enjoyment, and Ideal L2 Self: A Case of English as a Foreign Language Learners."
Journal of Computer Assisted Learning 40, no. 4 (2024): 1347-1365.
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Cita MLA (9a ed.)
Liu, Gi‐Zen, et al. "Using Digital Gamification to Improve Language Achievement, Foreign Language Enjoyment, and Ideal L2 Self: A Case of English as a Foreign Language Learners."
Journal of Computer Assisted Learning, vol. 40, no. 4, 2024, pp. 1347-1365.
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