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Are open educational resources (OER) and practices (OEP) effective in improving learning achievement? A meta-analysis and research synthesis

, , , , , , , , , , , , , and . International Journal of Educational Technology in Higher Education, 20 (1): 54 (2023)
DOI: 10.1186/s41239-023-00424-3

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iMoodle: An Intelligent Gamified Moodle to Predict ät-risk" Students Using Learning Analytics Approaches., , , , , , and . Data Analytics Approaches in Educational Games and Gamification Systems, Springer, (2019)Are open educational resources (OER) and practices (OEP) effective in improving learning achievement? A meta-analysis and research synthesis, , , , , , , , , and 4 other author(s). International Journal of Educational Technology in Higher Education, 20 (1): 54 (2023)Students' learning performance in a gamified and self-determined learning environment., , , and . OCTA, page 1-5. IEEE, (2020)Effects of gender and personality differences on students' perception of game design elements in educational gamification., , , , , and . Int. J. Hum. Comput. Stud., (2021)Educational Gamification Based on Personality., , , and . AICCSA, page 1399-1405. IEEE Computer Society, (2017)Implicit modeling of learners' personalities in a game-based learning environment using their gaming behaviors., , , and . Smart Learn. Environ., 5 (1): 29 (2018)Automatic modeling learner's personality using learning analytics approach in an intelligent Moodle learning platform., , , , , , and . Interact. Learn. Environ., 31 (5): 2529-2543 (July 2023)Does Personality Affect Students' Perceived Preferences for Game Elements in Gamified Learning Environments?, , , and . ICALT, page 111-115. IEEE Computer Society, (2018)Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis., , , , , , , , , and 11 other author(s). Smart Learn. Environ., 9 (1): 24 (2022)Metaverse Technologies in Education: A Systematic Literature Review Using PRISMA., , , , , , , , , and . Int. J. Emerg. Technol. Learn., 18 (5): 231-252 (March 2023)