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...
保存先:
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 |
タグ: |
タグ追加
タグなし, このレコードへの初めてのタグを付けませんか!
|
類似資料
-
Citation analysis of Malaysian computer science publications in Scopus
著者:: Bakri, Aryati
出版事項: (2012) -
A blended community of inquiry approach: the usage of social network as a support for Course Management System
著者:: Lahad, N.A., 等
出版事項: (2012) -
Intelligent task scheduling for computational grid
著者:: Abdullah, Abdul Hanan
出版事項: (2012) -
Rijndael encryption technique: authentication for computer application
著者:: Hamid Ali, Firkhan Ali, 等
出版事項: (2020) -
An alternative ranking scheme for computational grid resource selection
著者:: Seraydashti, Mehran Ranjbar
出版事項: (2013)