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Published by Information Science Reference, 2016
ISBN 10: 1522510346 ISBN 13: 9781522510345
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Language: English
Published by Information Science Reference, 2016
ISBN 10: 1522510346 ISBN 13: 9781522510345
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Published by Information Science Reference, 2016
ISBN 10: 1522510346 ISBN 13: 9781522510345
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Published by Information Science Reference, 2016
ISBN 10: 1522510346 ISBN 13: 9781522510345
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Published by Information Science Reference, 2016
ISBN 10: 1522510346 ISBN 13: 9781522510345
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Published by Information Science Reference, 2016
ISBN 10: 1522510346 ISBN 13: 9781522510345
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Published by Information Science Reference, 2016
ISBN 10: 1522510346 ISBN 13: 9781522510345
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Add to basketGebunden. 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 .
Language: English
Published by Information Science Reference, 2016
ISBN 10: 1522510346 ISBN 13: 9781522510345
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Buch. Condition: Neu. Gamification-Based E-Learning Strategies for Computer Programming Education | Ricardo Alexandre Peixoto de Queirós (u. a.) | Buch | Gebunden | Englisch | 2016 | Information Science Reference | EAN 9781522510345 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.
Language: English
Published by Information Science Reference, 2016
ISBN 10: 1522510346 ISBN 13: 9781522510345
Seller: AHA-BUCH GmbH, Einbeck, Germany
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.