Gamification in technology and design areas: A teaching innovation project in a fully online environment.
Natalia Padilla ZeaElena VerdúRoberto Baena-GallePublished in: Entertain. Comput. (2024)
Keyphrases
- online environment
- case study
- participatory design
- technology transfer
- current status
- engineering education
- online learning environment
- virtual laboratory
- pedagogical design
- curriculum development
- practical experience
- active participation
- learning process
- secondary school
- teaching methods
- online course
- design principles
- user experience
- user interface
- curriculum design
- e learning
- educational practices
- machine learning