Engaging future engineers: the case study of a serious game implementation
Author:
Publisher
Springer Science and Business Media LLC
Subject
Library and Information Sciences,Education
Link
https://link.springer.com/content/pdf/10.1007/s10639-022-11279-y.pdf
Reference50 articles.
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2. Alanne, K. (2016). An overview of game-based learning in building services engineering education. European Journal of Engineering Education, 41(2), 204–219. https://doi.org/10.1080/03043797.2015.1056097
3. Alhammad, M. M., & Moreno, A. M. (2018). Gamification in software engineering education: A systematic mapping. Journal of Systems and Software, 141, 131–150. https://doi.org/10.1016/j.jss.2018.03.065
4. Alonso-Fernández, C., Freire, M., Martínez-Ortiz, I., & Fernández-Manjón, B. (2021). Improving evidence-based assessment of players using serious games. Telematics and Informatics, 60(February), https://doi.org/10.1016/j.tele.2021.101583
5. Balakrishnan Nair, B. (2021). Endorsing gamification pedagogy as a helpful strategy to offset the COVID-19 induced disruptions in tourism education. Journal of Hospitality Leisure Sport and Tourism Education, 100362. https://doi.org/10.1016/j.jhlste.2021.100362
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