M Dado, D Bodemer - Educational Research Review, 2017 - Elsevier
Social network analysis (SNA) is a promising research method for analyzing relational ties in computer-supported collaborative learning (CSCL)—activities in which learners interact …
A Khan, FH Ahmad, MM Malik - Education and Information Technologies, 2017 - Springer
This study aimed to identify the impact of a game based learning (GBL) application using computer technologies on student engagement in secondary school science classrooms …
R Elshiekh, L Butgerit - Open Access Library Journal, 2017 - scirp.org
Gamification is the use of game concepts in a non-gaming environment. It is used in many fields such as business, health and education. The problem of learning programming …
Actualmente la gamificación ha sido aplicada más allá de los juegos tradicionales que conocemos, por ejemplo, ha sido aplicada en la educación de temas en la ingeniería de …
Evolutions in technology have changed the day-to-day especially in education. The ways of teaching and learning have begun the same process. Only the methods can be varieties …
In this paper we present an approach for personalizing gamification to the needs of each individual person. We designed the personalization for computer-supported collaborative …
One of the fundamental skill that every professional should have, especially in the area of software engineering, is collaborative work, because teams' members are required to …
Atualmente o saber programar é uma das competências mais valorizadas no mercado de trabalho. A gamificação é uma solução emergente que tem vindo a ser adotada na …
P Appiahene, G Asante, B Kesse-Yaw… - … on Games Based …, 2017 - books.google.com
Information and Communication Technology (ICT) offers an opportunity for the development of modern Teaching and Learning Materials (TLM). The use of game features in a non …