Instilling Computational Thinking in Undergraduate Students Across Multiple Disciplines through an Adaptive Gamified e-Learning Platform.
Andrew Keong NgIndriyati AtmosukartoJulia Kwok Lee TeoAshraaf Bin AmranPublished in: TALE (2023)
Keyphrases
- undergraduate students
- e learning
- computational thinking
- learning materials
- pedagogical agents
- learning objects
- learning objectives
- graduate students
- distance education
- postgraduate students
- game design
- distance learning
- learning technologies
- learning resources
- higher education
- learning tools
- learning experience
- online learning
- learning environment
- artificial intelligence
- machine learning
- learning management systems
- learning strategies
- learning activities
- multimedia