Kim, J., Yang, G., Chan, W. S., Lin, X., Song, Y., & Li, N. (2026). Game-Based Learning for Asynchronous AI Literacy Course: Approach to Improve Students' Cognitive, Behavioural, Affective, and Ethical Learning of AI. European Journal of Education, 61(2), . https://doi.org/10.1111/ejed.70658
Chicago Style (17th ed.) CitationKim, Jinhee, Guang Yang, Wing Sha Chan, Xi Lin, Yukyeong Song, and Na Li. "Game-Based Learning for Asynchronous AI Literacy Course: Approach to Improve Students' Cognitive, Behavioural, Affective, and Ethical Learning of AI." European Journal of Education 61, no. 2 (2026). https://doi.org/10.1111/ejed.70658.
MLA (9th ed.) CitationKim, Jinhee, et al. "Game-Based Learning for Asynchronous AI Literacy Course: Approach to Improve Students' Cognitive, Behavioural, Affective, and Ethical Learning of AI." European Journal of Education, vol. 61, no. 2, 2026, https://doi.org/10.1111/ejed.70658.