A study on the impact of gamification on students' behavior and performance through learning paths.
Êrica Peters Do CarmoAna Carolina Tomé KlockElaine Harada Teixeira de OliveiraIsabela GaspariniPublished in: ICALT (2020)
Keyphrases
- university students
- undergraduate students
- high school students
- learning process
- students learning
- secondary school
- elementary school
- university level
- mathematics education
- middle school students
- computer assisted instruction
- subject matter
- educational environment
- middle school
- introductory programming
- high school
- student attitudes
- conceptual understanding
- elementary school students
- learning achievement
- student engagement
- educational settings
- instructional strategies
- critical thinking
- learning activities
- positive effects
- student learning
- learning environment
- sixth grade
- meta cognitive
- teacher education
- knowledge construction
- online learning
- mobile learning
- impact on student learning
- e learning
- introductory programming courses
- special education
- learning experience
- higher education
- learning scenarios
- learning community
- online environment
- computer programming
- individual differences
- learning gains
- primary school
- blended learning
- helping students
- serious games
- hong kong
- science education
- mathematical concepts
- inquiry based learning
- collaborative learning
- teaching methods