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Learning with educational apps: A qualitative study of the most popular free apps in Norway.

, , and . ITHET, page 1-8. IEEE, (2016)

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An industry experiment of academic performance and drop-out in gamified distance education., , , , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 1-10. CEUR-WS.org, (2021)Gamification Design Predicaments for E-learning., , and . HCI (29), volume 12790 of Lecture Notes in Computer Science, page 245-255. Springer, (2021)Learning with educational apps: A qualitative study of the most popular free apps in Norway., , and . ITHET, page 1-8. IEEE, (2016)Does behaviour match user typologies? An exploratory cluster analysis of behavioural data from a gamified fitness platform., , , , , and . GamiFIN, volume 3147 of CEUR Workshop Proceedings, page 105-114. CEUR-WS.org, (2022)What Prevents Teachers from Using Games and Gamification Tools in Nordic Schools?, , , , , , and . ArtsIT/DLI, volume 265 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 472-484. Springer, (2018)Progression of tool usage in project-based IT courses., , and . FIE, page 1-9. IEEE, (2020)