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...

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Autores principales: Hadeel Mohammed Jawad, Samir Tout
Formato: article
Lenguaje:EN
Publicado: MDPI AG 2021
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Acceso en línea:https://doaj.org/article/4e6e250867f749f798b9cb6a48913acd
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