Gamification’s effect on learning and engagement in programming course among non-major computer science students.

In this quasi-experimental research design with non-equivalent groups, the gamification method was used in the teaching delivery of a computer programming course among non-major computer science students. The gamification technique incorporates all game elements, including points, leaderboards, obst...

全面介紹

Saved in:
書目詳細資料
Main Authors: Md. Noor, Norah, Palaniappan, Kavitha, Abd. Razak, Asmahan, Mohd. Din, Haniza
格式: Article
語言:English
出版: Penerbit UTM Press 2022
主題:
在線閱讀:http://eprints.utm.my/104637/1/NorahMdNoorAsmahanAbdRazakHanizaMohdDin2022_GamificationsEffectonLearningandEngagement.pdf
http://eprints.utm.my/104637/
https://sainshumanika.utm.my/index.php/sainshumanika/article/view/2017
標簽: 添加標簽
沒有標簽, 成為第一個標記此記錄!