Is gamification always productive? A study of the effectiveness of Bebras cards in promoting primary students’ computational thinking skills
Author:
Publisher
Springer Science and Business Media LLC
Subject
Education
Link
https://link.springer.com/content/pdf/10.1007/s12564-023-09905-6.pdf
Reference83 articles.
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3. Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT-02-2017-0009
4. Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322
5. Barr, D., Harrison, J., & Conery, L. (2011). Computational thinking: A digital age. Learning & Leading with Technology, 38(6), 20–23.
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