Effects of game-based learning on academic outcomes: A study of technology acceptance and self-regulation in college students - Zhang, Fang (Heliyon, 2024)
Keywords: academic achievement; Academic performance; Academic self-efficacy; China; equations; Gameful self-regulation strategies; Gamification; self-efficacy; Technology acceptance model (TAM); China; Technology acceptance model (TAM); Academic self-efficacy; Gameful self-regulation strategies; Gamification; Academic performance