Teaching the Nintendo generation to program.
Mark GuzdialElliot SolowayPublished in: Commun. ACM (2002)
Keyphrases
- undergraduate engineering
- programming course
- distance education
- online learning
- learning systems
- higher education
- computer programs
- learning environment
- cooperative learning
- training program
- university level
- programming environment
- computer programming
- e learning
- learning analytics
- adult students
- learning process
- hybrid learning
- thinking skills
- introductory programming
- introductory programming courses
- computing education
- generation method
- high school
- distance learning
- case study
- multimedia