于爱仙

发布时间:2025-04-27
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[1] Yang, Y., Yu, A., Li, J., Shafi, M., & Fauzi, M. A. (2024). Exploring the impact of gamified elements on college students’ learning in virtual learning communities. Kybernetes, ahead-of-print(ahead-of-print). https://doi.org/10.1108/K-01-2024-0017

[2] Yang, Y., Yu, A., Li, J., Shafi, M., & Zhong, L. (2024). Would You Like to Share? The Influence of Gamification in the Virtual Learning Community. Journal of the Knowledge Economy. https://doi.org/10.1007/s13132-024-02243-x

[3] Zhong, L., Yang, Y., Mei, Z., Xie, Y., & Yu, A. (2024). Exploring Consumer Citizenship Behavior by Personification of E-Commerce Virtual Anchors Based on Shopping Value. IEEE Access, 12, 76469–76477. IEEE Access. https://doi.org/10.1109/ACCESS.2024.3406601

[4] Yang, Y., Zhong, L., Li, S., & Yu, A. (2023). Research on the Perceived Quality of Virtual Reality Headsets in Human–Computer Interaction. Sensors, 23(15), Article 15. https://doi.org/10.3390/s23156824

[5] Shafi, M., Yang, Y., Khan, Z., & Yu, A. (2019). Vertical Co-operation in Creative Micro-Enterprises: A Case Study of Textile Crafts of Matiari District, Pakistan. Sustainability, 11(3), Article 3. https://doi.org/10.3390/su11030920


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