The engagement of students when learning to use a personal audio classifier to control robot cars in a computational thinking board game.
Ting-Chia HsuMu-Sheng ChenPublished in: Res. Pract. Technol. Enhanc. Learn. (2022)
Keyphrases
- computational thinking
- board game
- learning process
- game design
- student engagement
- learning algorithm
- university students
- learning environment
- learning systems
- mobile learning
- undergraduate students
- learning experience
- multimedia
- learning gains
- student learning
- learning activities
- computer assisted instruction
- cognitive development
- learning community
- elementary school
- science learning
- learning materials
- learning outcomes
- collaborative learning