Open Access Library Journal

Open Access Library Journal

ISSN Print: 2333-9705
ISSN Online: 2333-9721
www.scirp.org/journal/oalibj
E-mail: service@oalib.com
"Using Gamification to Teach Students Programming Concepts"
written by Rania Elshiekh, Laurie Butgerit,
published by Open Access Library Journal, Vol.4 No.8, 2017
has been cited by the following article(s):
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[13] The impact of gamification on students‟ motivation: A Systematic Literature Review
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[14] La actitud hacia el uso de la gamificación y su relación con la motivación y el rendimiento académico en estudiantes universitarios del primer ciclo de matemática de una Universidad privada de Lima–Perú
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[16] A Study of The Effects of Short-Term AI Coding Course with Gamification Elements on Students' Cognitive Mental Health.
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[17] Gamification in Vocational Teaching and Learning: Perception and Readiness among Lecturers
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[18] Gamification to Increase Undergraduate Students' Teamwork Skills
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[19] Learning algorithm concepts by developing them in educational gameplay: From the perspective of college students in Perak
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[21] First Steps in Social Emotional Learning Technology: A Digital Diagnostic Assessment's Impact on Educator Social Emotional Learning Development
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[22] Gamified Application Development Resource Site
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[23] The Influence of Gamification in Education: Possibilities, Regulation and Concerns
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[24] Development of Human Potential: Design Thinking as a Way of Improving Professional Competencies of Economists
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[25] A design of gamification Artificial Intelligence coding activities to improve cognitive skills among primary students
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[27] GAMIFICACIÓN, EDUCACIÓN MEDIA SUPERIOR Y COVID-19: UNA INTERVENCIÓN A LA ASIGNATURA DE QUIMICA I
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[28] La metodología de Gamificación para el aprendizaje de historia de la educación española: investigación acción en la formación universitaria de docentes
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[29] Facultad de Ciencias de la Educación
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[30] Intelligent decision support system for selection of Learning Apps to promote critical thinking in first year programming students
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[31] Gamification in Computer Science Courses: A Literature Review
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[32] Analysis of Player User Experience with Learning Objects in a Gamified Educational Platform: Mathematical Case
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[33] Implementation of Gamification Octalysis Method at Design and Build a React Native Framework Learning Application
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[36] Preeclampsia Tree Educational Model for Pregnant Women as an Effort to Change Preeclampsia Prevention Behavior
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[39] Gadimath: Gamified Discrete Mathematics
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[42] Promuovere le strategie di apprendimento degli studenti universitari mediante un modello ludiforme di supporto alla didattica. Uno studio pilota. 26 A game …
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[43] Intelligent Tutoring Systems approach to Introductory Programming Courses
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[44] Awareness and practices on disaster risk preparedness of maritime students
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[45] Increasing student motivation in computer programming with gamification
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[46] Un modello ludiforme di supporto alla didattica per l'accompagnamento allo studio universitario
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[47] Meaningful Gamification: A Conceptual Model of Discrete Math in a Blended Classroom
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[48] A Study on the Use of Gameful Approaches in Self-paced" learn to code"(SPL2C) Apps.
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[49] Gamification for Teaching and Learning Java Programming for Beginner Students-A Review.
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[50] O ensino de algoritmos para disciplinas de computação no ensino médio: investigando os estilos de aprendizagem
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[51] Teaching Principles of Programming without ICT: Sharing Experiences on the Design of A Board Game
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[52] Assessment of the effectiveness of learning theories using gamified android app in teaching C programming
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[53] Gamification for Teaching and Learning Java Programming for Beginner Students—A Review
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[54] Pembangunan Logika Pemrograman Robotika Berbasis Visual pada Siswa Kelas V SD Kanisius Kembaran Bantul
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[55] A Study on the Use of Gameful Approaches in Self-paced" learn to code"(SPL2C) Apps
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[56] A Conceptual Model of Database Normalization Courseware Using Gamification Approach
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[57] The Use of Gamification in an Introductory MIS Course: the Views of Game Participants and Game Conductors
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[58] Meaningful Gamification: A Conceptual Model of Discrete Math in a Flipped Classroom
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[59] A Gamified Approach to Achieve Excellence in Programming
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[60] KEBERKESANAN GAMIFIKASI DALAM PEMBELAJARAN DAN PENGAJARAN DALAM PENDIDIKAN
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