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Volumn 14, Issue 2, 2016, Pages 94-110

Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class

Author keywords

Assessment; Classroom response system; Game based learning; Gamification; Higher education; Kahoot; Learning and teaching; Technology enhanced learning; Virtual learning environment

Indexed keywords


EID: 84968755066     PISSN: None     EISSN: 14794403     Source Type: Journal    
DOI: None     Document Type: Article
Times cited : (167)

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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.