Enhancing multimodal output in CLIL education: the impact of VR games on fourth-grade students’ English poster designs and presentations in Taiwan
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DOI: 10.1057/s41599-024-03999-y
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- Radhika Santhanam & De Liu & Wei-Cheng Milton Shen, 2016. "Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same," Information Systems Research, INFORMS, vol. 27(2), pages 453-465, June.
- Sofia Marlena Schöbel & Andreas Janson & Matthias Söllner, 2020. "Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs," European Journal of Information Systems, Taylor & Francis Journals, vol. 29(6), pages 641-668, November.
- Yi-Ching Huang, 2020. "The Effects of Elementary Students’ Science Learning in CLIL," English Language Teaching, Canadian Center of Science and Education, vol. 13(2), pages 1-1, February.
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