Gamifing the Classroom: Bringing Videogames to Life Through Innovation in Education to Increase Student Engagement in STEM Subjects.
Aldo A. CortesPublished in: GEM (2024)
Keyphrases
- student engagement
- video games
- computer science education
- learning theories
- virtual learning environments
- active participation
- paradigm shift
- student learning
- serious games
- computer science
- teaching methods
- higher education
- educational technology
- case study
- quest atlantis
- learning materials
- learning outcomes
- learning theory
- educational games
- learning experience
- learning strategies
- game design
- distance learning
- game development
- knowledge management
- e learning
- learning tools
- web based learning
- mobile learning
- online learning