Saleem, R. Y. (2026). The Impact of Gamification-Based Platforms on Improving the Need for Cognition among Higher Education Students. International Journal of Technology in Education, 9(2), 361.
Chicago Style (17th ed.) CitationSaleem, Rania Yousef. "The Impact of Gamification-Based Platforms on Improving the Need for Cognition Among Higher Education Students." International Journal of Technology in Education 9, no. 2 (2026): 361.
MLA (9th ed.) CitationSaleem, Rania Yousef. "The Impact of Gamification-Based Platforms on Improving the Need for Cognition Among Higher Education Students." International Journal of Technology in Education, vol. 9, no. 2, 2026, p. 361.
Warning: These citations may not always be 100% accurate.