Chu, M. W., & Fowler, T. A. (2020). Gamification of
Formative Feedback in Language Arts and
Mathematics Classrooms: Application of the Learning
Error and Formative Feedback (LEAFF)
Model. International Journal of Game-Based Learning
(IJGBL), 10(1), 1-18.
Clustering, A. S. International Arab Conference on
Information Technology (ACIT). Higher Education,
165, 170. (2019)
Eldow, A., Shakir, M., Talab, M.A., Muttar, A.K. and
TAWAFAK, R.M., 2006. LITERATURE REVIEW
OF AUTHENTICATION LAYER FOR PUBLIC
CLOUD COMPUTING: A META-ANALYSIS.
Frey, N., Fisher, D., & Smith, D. (2019). All learning is
social and emotional: Helping students develop
essential skills for the classroom and beyond. ASCD.
Guillén-Nieto, V., & Aleson-Carbonell, M. (2012).
Serious games and learning effectiveness: The case of
It’sa Deal!. Computers & Education, 58(1), 435-448.
Jabbar, J., Malik, S.I., AlFarsi, G. and Tawafak, R.M., The
Impact of WhatsApp on Employees in Higher
Education. In Recent Advances in Intelligent Systems
and Smart Applications (pp. 639-651). Springer,
Cham.
Ketelhut, D. J., & Schifter, C. C. (2011). Teachers and
game-based learning: Improving understanding of how
to increase efficacy of adoption. Computers &
Education, 56(2), 539-546.
Khan, A., Ahmad, F. H., & Malik, M. M. (2017). Use of
digital game based learning and gamification in
secondary school science: The effect on student
engagement, learning and gender
difference. Education and Information
Technologies, 22(6), 2767-2804.
Lameras, P., Arnab, S., Dunwell, I., Stewart, C., Clarke,
S., & Petridis, P. (2017). Essential features of serious
games design in higher education: Linking learning
attributes to game mechanics. British journal of
educational technology, 48(4), 972-994.
Mathew, R., Malik, S.I. and Tawafak, R.M., 2019.
Teaching Problem Solving Skills using an Educational
Game in a Computer Programming
Course. Informatics in Education, 18(2), pp.359-373.
Malik, S.I., Mathew, R., Tawafak, R.M. and Khan, I.,
GENDER DIFFERENCE IN PERCEIVING
ALGORITHMIC THINKING IN AN
INTRODUCTORY PROGRAMMING COURSE.
Proceedings of EDULEARN19 Conference 1st-3rd
July 2019, Palma, Mallorca, Spain, p.8246-8254.
Malik, S., Al-Emran, M., Mathew, R., Tawafak, R. and
AlFarsi, G., 2020. Comparison of E-Learning, M-
Learning and Game-based Learning in Programming
Education–A Gendered Analysis. International Journal
of Emerging Technologies in Learning (iJET), 15(15),
pp.133-146.
Pea, R. D. (1992). Augmenting the discourse of learning
with computer-based learning environments.
In Computer-based learning environments and
problem solving (pp. 313-343). Springer, Berlin,
Heidelberg.
Pellas, N., Fotaris, P., Kazanidis, I. and Wells, D., 2019.
Augmenting the learning experience in primary and
secondary school education: A systematic review of
recent trends in augmented reality game-based
learning. Virtual Reality, 23(4), pp.329-346.
Stahl, N. N., & Stahl, R. J. (1991). We can agree after all!
Achieving consensus for a critical thinking component
of a gifted program using the Delphi
technique. Roeper Review, 14(2), 79-88.
Tawafak, F.R.M., The Comprehension Theories Of
Continuous Intention To Use Tel With E-Learning
Models In Educations. TABLE OF CONTENT ID
TITLE AUTHOR PAGE NO., p.41. ICOEL 2019.
International Conference on E-Learning, 2019
Tatnall, A., 2020. Editorial for EAIT issue 2,
2020. Education and Information Technologies, 25(2),
pp.647-657.
Tawafak, R.M., Romli, A.B., Abdullah, R., Alfarsi, G.,
Jabbar, J., Esbai, R., Sharaf, S., Khalifa, M., Ahmed,
H., Qamber, I.S. and Abdelhameed, W.,
Competitiveness & Quality.
Tawafak, R.M., Romli, A. and Arshah, R.A., 2019,
August. E-learning prospect on improving academic
performance in Omani Universities. In IOP
Conference Series: Materials Science and
Engineering (Vol. 551, No. 1, p. 012033). IOP
Publishing.
Tawafak, R.M., Romli, A.B. and Arshah, R.B.A., 2019,
February. E-learning Model for Students’ Satisfaction
in Higher Education Universities. In 2019
International Conference on Fourth Industrial
Revolution (ICFIR) (pp. 1-6). IEEE.
Troussas, C., Krouska, A. and Sgouropoulou, C., 2020.
Collaboration and fuzzy-modeled personalization for
mobile game-based learning in higher
education. Computers & Education, 144, p.103698.
Tawafak, R.M., Romli, A., Malik, S.I., Shakir, M. and
Alfarsi, G.M., 2019. A systematic review of
personalized learning: Comparison between E-
learning and learning by coursework program in
Oman. International Journal of Emerging
Technologies in Learning (iJET), 14(09), pp.93-104.
Tawafak, R.M., AlSideir, A., Alfarsi, G., Al-Nuaimi,
M.N., Malik, S.I. and Jabbar, J., 2019. E-learning Vs.
Traditional Learning for Learners Satisfaction. E-
learning, 29(3), pp.388-397.
Tokac, U., Novak, E. and Thompson, C.G., 2019. Effects
of game‐based learning on students' mathematics
achievement: A meta‐analysis. Journal of Computer
Assisted Learning, 35(3), pp.407-420.
Tawafak, R.M., Malik, S.I. and Alfarsi, G., 2020.
Development of Framework from Adapted TAM with
MOOC Platform for Continuity
Intention. Development, 29(1), pp.1681-1691.
Tawafak, Ragad M., Awanis BT Romli, Ruzaini bin
Abdullah Arshah, and Sohail Iqbal Malik.
"Framework design of university communication
model (UCOM) to enhance continuous intentions in
teaching and e-learning process." Education and
Information Technologies 25, no. 2 (2020): 817-843.