How Do Students Behave in a Gamified Course? - A Ten-Year Study.
Amir Hossein NabizadehJoaquim A. JorgeSandra GamaDaniel GonçalvesPublished in: IEEE Access (2021)
Keyphrases
- high school students
- student learning
- university students
- learning experience
- grounded theory
- computer usage
- e learning
- secondary education
- university level
- computer supported collaborative learning
- higher education
- learning process
- learning environment
- elementary school
- teacher education
- high school
- conceptual understanding
- middle school students
- online environment
- introductory programming