Gamification Experience with Scratch in Teaching Programming in a Vocational Training Classroom.
Antonio García-GutierrezRaquel Hijón-NeiraPublished in: SIIE (2020)
Keyphrases
- communication skills
- computer programming
- pair programming
- user experience
- learning environment
- serious games
- programming course
- teacher education
- enhancing learning
- cooperative learning
- learning process
- post secondary
- computer based learning
- educational settings
- pedagogical content knowledge
- cognitive tutor
- online learning
- classroom teaching
- secondary school
- computer lab
- technology enhanced
- teaching practices
- primary school
- elementary school
- pilot testing
- student learning
- programming skills
- teaching learning
- digital games
- classroom instruction
- teaching methods
- blended learning
- instructional strategies
- learning opportunities
- learning activities
- higher education
- programming exercises
- school teachers
- collaborative learning
- information literacy
- computer science education
- science education
- learning experience
- virtual classroom
- hong kong
- college level
- educational process
- introductory programming
- e learning
- middle school students
- learning community
- preservice teachers
- undergraduate engineering
- game design
- english as a foreign language
- classroom practice
- student perceptions
- student participation
- learning tools
- technology integration
- professional development
- project based learning
- tablet pc
- english teaching
- problem based learning
- teacher training
- student centered
- foreign language