Adaptive gamification framework to promote computational thinking in 8-13 year olds
Gamification has been extensively used in educational environments and instructional practices to enhance students’ engagement and motivation through the employment of game elements. However, delivering CT to students through Gamification is a challenge. There is a lack of studies on integrating Gam...
Main Authors: | , |
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Format: | Article |
Language: | English |
Published: |
Italian e-Learning Association
2021-12-01
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Series: | Je-LKS: Journal of E-Learning and Knowledge Society |
Subjects: | |
Online Access: | https://www.je-lks.org/ojs/index.php/Je-LKS_EN/article/view/1135552 |