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Djelil, Fahima; Sanchez, Eric – Education and Information Technologies, 2023
Game based-learning have been widely promoted to overcome the difficulties encountered by beginners to learn programming. However, there are many issues to address for the implementation of game-based learning. Indeed, game-based learning is not limited to adding game elements such as rewards to a learning situation, but it rather consists of…
Descriptors: Game Based Learning, Educational Games, Design, Programming
Judith Galezer; Smadar Szekely – Informatics in Education, 2024
Spark, one of the products offered by MyQ (formerly Plethora), is a game-based platform meticulously designed to introduce students to the foundational concepts of computer science. By navigating through logical challenges, users delve into topics like abstraction, loops, and graph patterns. Setting itself apart from its counterparts, Spark boasts…
Descriptors: Learning Management Systems, Game Based Learning, Computer Science Education, Teaching Methods
Kiraly, Sandor; Balla, Tamas – Acta Didactica Napocensia, 2020
Our online programming language courses have been developed for youngsters who are interested in computer programming. The courses were gamified with some common gamification elements: points, badges, incentives, immediate feedback and leaderboard. The developed Learning Management System (LMS) for our learning portal provides the chance to…
Descriptors: Programming, Computer Science Education, Educational Games, Online Courses
Kanika; Chakraverty, Shampa; Chakraborty, Pinaki – Journal of Educational Technology Systems, 2020
Courses on computer programming are included in the curricula of almost all engineering disciplines. We surveyed the research literature and identified the techniques that are commonly used by instructors for teaching these courses. We observed that visual programming and game-based learning can enhance computational thinking and problem-solving…
Descriptors: Teaching Methods, Programming, Computer Science Education, Robotics
Qurat-ul-Ain; Shahid, Farah; Aleem, Muhammad; Islam, Muhammad Arshad; Iqbal, Muhammad Azhar; Yousaf, Muhammad Murtaza – EURASIA Journal of Mathematics, Science and Technology Education, 2019
The technology works as a catalyst through which many changes occur in the learning approaches, teaching methodologies, research arena, in the work environment and in the use of information and knowledge. Helping students to learn using technological tools rather than using conventional techniques has become more popular in the 21st century in…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Teaching Methods
Rimanelli, Marco; Gurba, Krzysztof – International Association for Development of the Information Society, 2019
Among recent e-Learning Pedagogical Strategies, gaming and crisis-simulation games are increasingly used in recent years in university-learning and Blended-courses as an out-of-context effective tool for role-playing and education, especially in Law Schools and Business Schools. Gaming covers several sub-fields (war-games; Law School Mock-Trials;…
Descriptors: Electronic Learning, Social Integration, Teaching Methods, Role Playing

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