Improving Students' Performace Through Gamification: A User Study.
Natalia NehringNilufar BaghaeiSimon DaceyPublished in: CSEDU (1) (2018)
Keyphrases
- university students
- high school students
- undergraduate students
- students learning
- user experience
- elementary school
- learning experience
- higher education
- distance learning
- student learning
- subject matter
- introductory programming
- conceptual understanding
- grounded theory
- multiple choice
- programming course
- high school
- college students
- distance education
- secondary school
- middle school
- learning outcomes
- learning process
- critical thinking
- user interface
- e learning