Gamification-based e-learning strategies for computer programming education
This book evaluates the different approaches and issues faced in integrating games into computer education settings, featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer prog...
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| Main Authors: | , |
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| Format: | Book |
| Language: | English |
| Published: |
Hershey, PA
Information Science Reference, an imprint of IGI Global
[2016]
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| Series: | Advances in game-based learning (AGBL) Book Series
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| Subjects: | |
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| Call Number : | LB 1029.S53 Q45 2017 |
MARC
| LEADER | 00000nam a2200000 c 4500 | ||
|---|---|---|---|
| 001 | 102911 | ||
| 003 | MY-KLNDU | ||
| 005 | 20241220041033.0 | ||
| 008 | 221104 20172017paua bi 001 0 eng d | ||
| 020 | |a 9781522510345 (hardcover) | ||
| 020 | |z 9781522510352c(ebook) | ||
| 039 | 9 | |a 202211041201 |b VLOAD |c 201803141122 |d faezah |y 201709211013 |z hasniza | |
| 040 | |a UPNM |b eng |c UPNM |e rda | ||
| 090 | |a LB 1029.S53 |b Q45 2017 | ||
| 100 | 1 | |a Queiros, Ricardo Alexandre Peixoto de |d 1975- |e author | |
| 245 | 1 | 0 | |a Gamification-based e-learning strategies for computer programming education |c Ricardo Alexandre Peixoto de Queirós, Mário Teixeira Pinto |
| 264 | 1 | |a Hershey, PA |b Information Science Reference, an imprint of IGI Global |c [2016] | |
| 264 | 4 | |c © 2016 | |
| 300 | |a xxi, 349 pages |b illustrations |c 29 cm. | ||
| 336 | |a text |2 rdacontent | ||
| 337 | |a unmediated |2 rdamedia | ||
| 338 | |a volume |2 rdacarrier | ||
| 490 | 1 | |a A volume in the Advances in game-based learning (AGBL) Book Series |x 2327-1825 | |
| 500 | |a "Premier reference source" -- Book cover | ||
| 504 | |a Includes bibliographical references and index | ||
| 520 | |a This book evaluates the different approaches and issues faced in integrating games into computer education settings, featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses"--cProvided by publisher | ||
| 592 | |a IV-99722 |b 28/11/2017 |c RM 826.88 |h Yuha | ||
| 650 | 0 | |a Simulation games in education | |
| 650 | 0 | |a Computer programming |x Study and teaching | |
| 650 | 0 | |a Computer games | |
| 700 | 1 | |a Pinto, Mario Teixeira |d 1967- |e author | |
| 830 | 0 | |a Advances in game-based learning (AGBL) Book Series | |
| 999 | |a vtls000059218 |c 102911 |d 102911 | ||


