Students' attitude towards the use of educational video games to develop competencies.
José Martí ParreñoAmparo Galbis-CórdovaMaría José Miquel-RomeroPublished in: Comput. Hum. Behav. (2018)
Keyphrases
- learning environment
- student learning
- online course
- learning experience
- higher education
- learning outcomes
- high school students
- undergraduate students
- learning objectives
- intelligent tutoring systems
- distance learning
- e learning
- computer literacy
- learning activities
- collaborative learning
- computer science students
- distance education
- online learning
- tutoring system
- cognitive load
- science education
- university students
- computer self efficacy
- students learning
- learning algorithm
- educational video games
- engineering students
- educational environment
- college students
- learning community
- high school
- mobile learning
- learning styles
- information technology