Author:
Benrahal Mohamed,Bourhim El Mostafa,Dahane Ali,Labti Oumayma,Akhiate Aziz
Publisher
Springer International Publishing
Reference24 articles.
1. Campbell, T., McKenna, T.: Important developments in STEM education in the United States: next generation science standards and classroom representations of localized scientific activity. K-12 STEM Educ. 2, 91–97 (2016)
2. Roy, A., Macchiette, B.: Debating the issues: a tool for augmenting critical thinking skills of marketing students. J. Mark. Educ. 27, 264–276 (2005)
3. Papanastasiou, G., Drigas, A., Skianis, C., Lytras, M., Papanastasiou, E.: Virtual and augmented reality effects on K-12, higher and tertiary education students’ twenty-first century skills. Virtual Real. 23(4), 425–436 (2018). https://doi.org/10.1007/s10055-018-0363-2
4. Berland, M., Duncan, S.: Computational thinking in the wild: uncovering complex collaborative thinking through gameplay. Educ. Technol. 56, 29–35 (2016)
5. Repenning, A., Webb, D.. Ioannidou, A.: Scalable game design and the development of a checklist for getting computational thinking into public schools, pp. 265–269 (2010). https://doi.org/10.1145/1734263.1734357
Cited by
2 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
1. Virtual Reality in Education: Designing and Implementing a Dedicated Application for e-Learning;2023 14th International Conference on Computing Communication and Networking Technologies (ICCCNT);2023-07-06
2. Big Five and Virtual Reality Marketing Adoption in Morocco: A Deep Learning Approach;2023 14th International Conference on Computing Communication and Networking Technologies (ICCCNT);2023-07-06