共 50 条
- [34] Students' Perception of Gamification in Higher Education Courses [J]. CENTRAL EUROPEAN CONFERENCE ON INFORMATION AND INTELLIGENT SYSTEMS: PROCEEDINGS ARCHIVE 2017, 2017, : 69 - 75
- [35] Using presidential elections to engage students in science issues [J]. AMERICAN BIOLOGY TEACHER, 2008, 70 (01): : 13 - 14
- [36] A One-Hour Curriculum to Engage Middle School Students in Robotics and Computer Science Using Cubelets [J]. DISTRIBUTED AUTONOMOUS ROBOTIC SYSTEMS, 2014, 104 : 165 - 176
- [37] Strategies to Motivate Students for Program Assessment [J]. EDUCATIONAL ASSESSMENT, 2011, 16 (02) : 90 - 103
- [38] HOW TO ENGAGE STUDENTS IN BLENDED ENTREPRENEURSHIP COURSES [J]. 13TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED2019), 2019, : 3621 - 3629
- [39] Predicting Success for Computer Science Students in CS2 using Grades in Previous Courses [J]. 2019 IEEE FRONTIERS IN EDUCATION CONFERENCE (FIE 2019), 2019,
- [40] GAMIFICATION IN LANGUAGE LEARNING - USING KAHOOT! AND POLL EVERYWHERE TO ENGAGE, ENCOURAGE AND ASSESS STUDENTS [J]. 10TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI2017), 2017, : 58 - 61