SSPOT-VR: An immersive and affordable mobile application for supporting K-12 students in learning programming concepts
Author:
Funder
Fundação de Amparo á Pesquisa do Estado de São Paulo
Conselho Nacional de Desenvolvimento Científico e Tecnológico
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Publisher
Springer Science and Business Media LLC
Link
https://link.springer.com/content/pdf/10.1007/s10639-024-12499-0.pdf
Reference51 articles.
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3. Apiola, M., & Tedre, M. (2012). New perspectives on the pedagogy of programming in a developing country context. Computer Science Education.
4. Bers, M.U., Strawhacker, A., & Sullivan, A. (2022). The state of the field of computational thinking in early childhood education. OECD Education Working Papers (274). https://doi.org/10.1787/3354387a-en
5. Bourgonjon, J., Valcke, M., Soetaert, R., et al. (2010). Students’ perceptions about the use of video games in the classroom. Computers and Education.
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