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...

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Bibliographic Details
Main Authors: Mayyadah. A. Altaie, Dayang Norhayati. Abang Jawawi
Format: Article
Language:English
Published: Italian e-Learning Association 2021-12-01
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