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...
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主要な著者: | , , , |
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フォーマット: | 論文 |
言語: | English |
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Penerbit UTM Press
2022
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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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