Rodrigues, L., Pereira, F. D., Toda, A. M., Palomino, P. T., Pessoa, M., Carvalho, L. S. G., . . . Isotani, S. (2022). Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study. International Journal of Educational Technology in Higher Education, 19(1), 1-25. https://doi.org/10.1186/s41239-021-00314-6
Chicago Style (17th ed.) CitationRodrigues, Luiz, et al. "Gamification Suffers from the Novelty Effect but Benefits from the Familiarization Effect: Findings from a Longitudinal Study." International Journal of Educational Technology in Higher Education 19, no. 1 (2022): 1-25. https://doi.org/10.1186/s41239-021-00314-6.
MLA (9th ed.) CitationRodrigues, Luiz, et al. "Gamification Suffers from the Novelty Effect but Benefits from the Familiarization Effect: Findings from a Longitudinal Study." International Journal of Educational Technology in Higher Education, vol. 19, no. 1, 2022, pp. 1-25, https://doi.org/10.1186/s41239-021-00314-6.