Gamification in higher education: learning computer science with an escape room.
Lydia Velázquez-GarcíaAntonio Cedillo-HernandezEduardo Antonio Cendejas-CastroPublished in: ICETC (2023)
Keyphrases
- higher education
- online learning
- blended learning
- mobile learning
- learning in higher education
- computer science
- hybrid learning
- m learning
- learning process
- networked learning
- learning algorithm
- reinforcement learning
- learning management systems
- learning technologies
- e learning
- distance learning
- technology enhanced
- tertiary education
- game design
- learning strategies
- active learning
- corporate training
- online course
- hong kong
- problem based learning
- open university
- educational contexts