Determining the Activity of Students Through the Elements of Gamification.
Ainur TokzhigitovaMadina YermaganbetovaNurgul TokzhigitovaPublished in: Int. J. Eng. Pedagog. (2023)
Keyphrases
- learning experience
- higher education
- student learning
- learning environment
- collaborative learning
- distance learning
- undergraduate students
- learning activities
- learning styles
- intelligent tutoring systems
- game mechanics
- computer science students
- e learning
- university level
- college students
- activity theory
- high school
- user experience
- learning outcomes
- learning process
- collaborative learning environments
- university students
- tutoring system
- computer programming
- collaborative activities
- distance education
- junior high school students
- teaching materials
- control group
- serious games
- secondary school
- educational environment
- conceptual understanding
- learning objectives
- learning scenarios
- user behavior
- mobile devices
- computer science