Gamifying Computer Science Education for Z Generation
Generation Z members use their smart devices as part of their everyday routine. Teaching methods may need to be updated to make learning materials more interesting for this generation. This paper suggests gamifying computer science subjects to enhance the learning experience for this generation. Add...
Guardado en:
Autores principales: | Hadeel Mohammed Jawad, Samir Tout |
---|---|
Formato: | article |
Lenguaje: | EN |
Publicado: |
MDPI AG
2021
|
Materias: | |
Acceso en línea: | https://doaj.org/article/4e6e250867f749f798b9cb6a48913acd |
Etiquetas: |
Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
|
Ejemplares similares
-
The Adoption of Students’ Hedonic Motivation System Model to Gamified Learning Environment
por: Oluwajana,,Dokun, et al.
Publicado: (2019) -
Evaluation of Innovation and Entrepreneurship Ability of Computer Majors Based on Neural Network Optimized by Particle Swarm Optimization
por: Li Ding, et al.
Publicado: (2021) -
Predicting students’ flow experience through behavior data in gamified educational systems
por: Wilk Oliveira, et al.
Publicado: (2021) -
Analisis Kinerja Jaringan Sensor Nirkabel untuk Edge Computing Menggunakan LORA SX1278
por: Mochammad Hannats Hanafi Ichsan
Publicado: (2021) -
The agency of the forum: Mechanisms for algorithmic accountability through the lens of agency
por: Florian Cech
Publicado: (2021)