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1
The enhancement of gamification leader board model based on player type to increase learning engagement
by
Daud, Rafizah
Published 2019
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Kesan intervensi permainan digital bagi mengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar kolej komuniti
by
May Asliza Tan Zalilah
Published 2019
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Kesan modul pengaturcaraan menggunakan aplikasi Scratch bagi mata pelajaran Asas Sains Komputer terhadap pencapaian murid
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Nurdiyana Ahmad Fuaddi
Published 2021
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Pembangunan modul Bio-GamyX dan kesannya terhadap motivasi, penglibatan dan pencapaian topik komposisi Kimia dalam sel
by
Nur Izwani Mohd Shapri
Published 2021
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A program visualization model to enhance student engagement in introduction to programming course
by
Al-Sakkaf, Abdullah Mohammed Hussein
Published 2022
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Services hosted by the Perpustakaan Sultan Abdul Samad, Universiti Putra Malaysia with Cooperation MySyL Group
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