A Comparative Study of Gamification in Progamming Education in a Croatian High School.
Marinela SchattenMarkus SchattenPublished in: MIPRO (2020)
Keyphrases
- high school
- deaf students
- science teachers
- serious games
- classroom teaching
- project based learning
- high school students
- attitudes toward
- college students
- grade students
- educational technology
- science students
- students studying
- information and communication technologies
- mathematics learning
- virtual environment
- middle school
- educational games
- e learning
- teacher education
- elementary school
- learning sciences
- game development
- teaching practices
- science education
- problem based learning
- game design
- introductory programming
- distance education
- distance learning
- high school teachers