Case, A. (2022). Using Computer Game Software in a First-Year Seminar and its Effects on Students' Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities. TechTrends: Linking Research & Practice to Improve Learning, 66(4), 631. https://doi.org/10.1007/s11528-022-00736-7
Chicago Style (17th ed.) CitationCase, Adam. "Using Computer Game Software in a First-Year Seminar and Its Effects on Students' Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities." TechTrends: Linking Research & Practice to Improve Learning 66, no. 4 (2022): 631. https://doi.org/10.1007/s11528-022-00736-7.
MLA (9th ed.) CitationCase, Adam. "Using Computer Game Software in a First-Year Seminar and Its Effects on Students' Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities." TechTrends: Linking Research & Practice to Improve Learning, vol. 66, no. 4, 2022, p. 631, https://doi.org/10.1007/s11528-022-00736-7.