Teenagers' Gaming Practices and Their Performance in STEM Courses.
Maja HomenVedran JuricicPublished in: MIPRO (2023)
Keyphrases
- computer games
- case study
- higher education
- learning objects
- management practices
- e learning
- virtual environment
- distance education
- current practices
- undergraduate and graduate
- computer science
- video games
- learning management systems
- online course
- digital literacy
- educational games
- computer engineering
- game play
- game based learning
- educational settings
- community college
- blended learning
- artificial intelligence
- neural network