Gamifying an ICT course: Influences on engagement and academic performance.
Ünal ÇakirogluBetül BasibüyükMustafa GülerMelek AtabayBahar Yilmaz MemisPublished in: Comput. Hum. Behav. (2017)
Keyphrases
- information and communication technologies
- academic community
- st century
- digital games
- learning environment
- information and communications technology
- early years
- developing countries
- information communication technology
- socio economic
- student engagement
- south africa
- learning process
- computer science
- artificial intelligence
- learning opportunities
- information technology
- user engagement
- data sets