Use of Gamification Applications in Science Education.
Çigdem HürsenCizem BasPublished in: iJET (2019)
Keyphrases
- science education
- science learning
- user experience
- science teachers
- science curriculum
- middle school students
- concept mapping
- educational resources
- game design
- middle school
- conceptual change
- science students
- serious games
- game mechanics
- students learning
- computer based learning environments
- e learning
- science inquiry
- teacher professional development
- critical thinking
- conceptual understanding