Gamification-based e-learning strategies for computer programming education

Author(s)

    • Queiros, Ricardo Alexandre Peixoto de
    • Pinto, Mario Teixeira

Bibliographic Information

Gamification-based e-learning strategies for computer programming education

Ricardo Alexandre Peixoto de Queirós, Mário Teixeira Pinto

(Advances in game-based learning (AGBL) Book Series)

IGI Global, 2016, c2017

  • : hardcover

Available at  / 1 libraries

Search this Book/Journal

Note

Includes bibliographical references and index

Description and Table of Contents

Description

Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

by "Nielsen BookData"

Related Books: 1-1 of 1

Details

Page Top