There are growing efforts amongst educators and especially researchers in gamification and maker spaces to ensure that learning environments are fun and enjoyable. Accordingly, efforts to evaluate whether students enjoyed a certain learning activity are often an important aspect of innovations. However, the role of fun in learning in the aforementioned fields is not well understood not least due to a lack of a common theoretical framework for defining the concept of fun and for supporting its measurement. This study set out to investigate the role that fun plays in students’ learning to code and its impact on their attitude towards the topic. We designed a two-hour-long playful coding workshop and measured the experienced fun using FunQ, a ...
Within the Child-Computer Interaction community fun and learning have been a prominent, recurring th...
This paper describes an empirical study of fun, usability, and learning in educational software. Twe...
The videogame industry has grown rapidly in the last years to lead the entertainment industry. In ...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, Engineeri...
There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, Engineeri...
There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, Engineeri...
There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, Engineeri...
Abstract There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, ...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
Within the Child-Computer Interaction community fun and learning have been a prominent, recurring th...
Within the Child-Computer Interaction community fun and learning have been a prominent, recurring th...
This paper describes an empirical study of fun, usability, and learning in educational software. Twe...
The videogame industry has grown rapidly in the last years to lead the entertainment industry. In ...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, Engineeri...
There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, Engineeri...
There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, Engineeri...
There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, Engineeri...
Abstract There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, ...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
Researchers and practitioners in learning sciences, educational technology and child-computer intera...
Within the Child-Computer Interaction community fun and learning have been a prominent, recurring th...
Within the Child-Computer Interaction community fun and learning have been a prominent, recurring th...
This paper describes an empirical study of fun, usability, and learning in educational software. Twe...
The videogame industry has grown rapidly in the last years to lead the entertainment industry. In ...