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...

詳細記述

保存先:
書誌詳細
主要な著者: Md. Noor, Norah, Palaniappan, Kavitha, Abd. Razak, Asmahan, Mohd. Din, Haniza
フォーマット: 論文
言語:English
出版事項: Penerbit UTM Press 2022
主題:
オンライン・アクセス:http://eprints.utm.my/104637/1/NorahMdNoorAsmahanAbdRazakHanizaMohdDin2022_GamificationsEffectonLearningandEngagement.pdf
http://eprints.utm.my/104637/
https://sainshumanika.utm.my/index.php/sainshumanika/article/view/2017
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