Utilizing gamification with social network to aid students in programming languages lessons in higher education IT courses (abstract only).
Marcell Amorim Almeida MesquitaArmando Maciel TodaJacques Duílio BrancherRicardo Melo Casseb do CarmoPublished in: SIGCSE (2014)
Keyphrases
- higher education
- programming language
- high level
- e learning
- distance learning
- abstract data types
- learning technologies
- general purpose
- object oriented
- online learning
- blended learning
- learning in higher education
- open university
- mobile learning
- hong kong
- technology enhanced
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- problem based learning
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- higher education institutions
- tertiary education
- software engineering
- distance education
- educational contexts
- knowledge practices
- user experience
- web based teaching
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- learning activities
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- faculty members
- case study
- artificial intelligence