A Gamified Experience for Motivating Students to Learn Literature.
Sara MenchacaAna MoyaLeire BastidaPublished in: GamiLearn (2019)
Keyphrases
- feel comfortable
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- student learning
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- engineering courses
- semester long
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- e learning
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- undergraduate students
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- information technology
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- secondary school
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- teaching methods
- computer programming
- literature review
- problem based learning
- computer supported collaborative learning
- concept maps