The influence of a game-making project on male and female learners' attitudes to computing.
Judy RobertsonPublished in: Comput. Sci. Educ. (2013)
Keyphrases
- male and female
- gender differences
- digital games
- game based learning
- learning community
- attitudes toward
- statistically significant
- college students
- computer literacy
- learning systems
- learning environment
- educational games
- learning experience
- learning process
- language learning
- learning strategies
- learning activities
- computer games
- learning processes
- learning tools
- serious games
- game play
- e learning
- learning outcomes
- collaborative learning
- age groups
- mobile phone
- virtual world
- mobile learning
- learning materials
- learning resources