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Gamification-Based E-Learning Strategies for Computer Programming Education (Advances in Game-based Learning) - Hardcover

 
9781522510345: Gamification-Based E-Learning Strategies for Computer Programming Education (Advances in Game-based Learning)

Synopsis

Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education 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, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

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About the Author

Ricardo Alexandre Peixoto de Queirós holds a PhD on Computer Science and is an Assistant Professor of Computer Science at the Polytechnic Institute of Porto. He is also a researcher in the field of e-learning interoperability and programming languages learning at the Center for Research in Advanced Computing Systems (CRACS) research group of INESC TEC Porto. He is one of the development team members that created Enki, a gamified IDE for learning computer programming powered by Mooshak (a system for managing online programming contests often used in the IEEEXtreme competitions). He is also the author of 5 books regarding Android development and has almost 100 scientific publications focused on Computer Science education.

Mario Pinto, PhD in Computer Science at Portucalense University, Master of Electronics, and Computer Engineering at Faculty of Engineering - Porto University, and degree in Computer Science. Professor in Informatics Department, at the Polytechnic Institute of Porto. Coordinator of the Degree in Technology and Information Systems for the Web, Polytechnic Institute of Porto. President of the Scientific-Technical Council of ESEIG and member of the General Council of the Polytechnic Institute of Porto. Author of 11 books by the publisher Atlantic Center, in Informatics. Develops research activity in the areas of knowledge management systems; e-learning systems and mobile learning; e-assessment; several publications (over 30) in proceedings of international conferences, international journals and chapter books in Springer and IGI Global publishers. Member of the Scientific Committee of several international conferences, including: European Conference on Knowledge Management; European Conference on e-learning; Iberian Systems and Information Technologies Conference; World Conference on Information Systems and Technologies; Conferencia Iberica de Sistemas y Tecnologias de Information; Member of the International Society for Professional Innovation Management (ISPIM).

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Gebunden. Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Evaluates the different approaches and issues faced in integrating games into computer education settings. This book features emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and . Seller Inventory # 448010135

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Buch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education 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, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science. Seller Inventory # 9781522510345

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