The Effect of Gamification-Based Programming E-Learning Platform on Students' Achievement.
Fajar PradanaPunaji SetyosariSaida UlfaTsukasa HirashimaFaizatul AmaliaPublished in: SIET (2023)
Keyphrases
- e learning
- higher education
- learning experience
- learning environment
- pervasive learning
- programming course
- learning activities
- distance education
- distance learning
- life long
- computer programming
- learning process
- elementary students
- life long learning
- programming education
- european higher education
- learning objects
- mobile learning
- educational institutions
- introductory programming
- educational experiences
- learning content
- blended learning
- student learning
- learning styles
- learning objectives
- engineering education
- learning materials
- teaching methods
- online learning
- classroom teaching
- learning platform
- learning resources
- lifelong learning
- virtual learning environments
- learning outcomes
- virtual classroom
- learning management systems
- learning achievement
- introductory computer science
- online course
- learning goals
- programming skills
- pilot testing
- educational environment
- effective learning
- game design
- programming language
- computer lab
- continuing education
- game mechanics
- control group
- computer science education
- computer assisted instruction
- knowledge society
- computer self efficacy
- high school