Conventional learnings have given way to methods aided by technological advances. The approach known as Student-Centered Learning (SCL) is the foundation of e-learning. Furthermore, SCL demands students to be self-motivated to complete courses and engage with the offered learning content. Programming is one of the most important subjects to study independently and with the aid of an instructor. The need for graduates with programming and computational skills in the field of web design continues to receive widespread attention from the industry. However, problems such as low student engagement are often encountered in learning about programming concepts and syntax. Gamification is an instructional approach to facilitate learning and boost mo...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
The digital world demands graduates who are accustomed to deal with technology. Blended learning is ...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Gamification is the most active methodology utilized in the E-learning environment for teaching-lear...
Computer science novice students find it hard to learn and master programming language subjects. In ...
The article presents the factors influencing the learning outcomes in distance format, modern types ...
Students’ motivation is an important factor in ensuring the success of e-learning implementation. In...
This study aims to help students improve their knowledge capability based on their active participat...
This thesis presents a case study of Game Mechanic based E-Learning. This is put forward as a new ap...
E-learning is a method of learning by transforming computerized activities, such as the delivery of ...
Gamification, applied to educational contexts, can increase the motivation and engagement of student...
Usage of game mechanics, dynamics, aesthetics and game thinking in a non-game systems is called gami...
Gamification is a new technique in instructional design that gains more and more attention in the el...
Motivation from students that studies at higher educational institutes can sometimes be minimalistic...
The evolution of technology has led to many effects on the learning process. One of the notable effe...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
The digital world demands graduates who are accustomed to deal with technology. Blended learning is ...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Gamification is the most active methodology utilized in the E-learning environment for teaching-lear...
Computer science novice students find it hard to learn and master programming language subjects. In ...
The article presents the factors influencing the learning outcomes in distance format, modern types ...
Students’ motivation is an important factor in ensuring the success of e-learning implementation. In...
This study aims to help students improve their knowledge capability based on their active participat...
This thesis presents a case study of Game Mechanic based E-Learning. This is put forward as a new ap...
E-learning is a method of learning by transforming computerized activities, such as the delivery of ...
Gamification, applied to educational contexts, can increase the motivation and engagement of student...
Usage of game mechanics, dynamics, aesthetics and game thinking in a non-game systems is called gami...
Gamification is a new technique in instructional design that gains more and more attention in the el...
Motivation from students that studies at higher educational institutes can sometimes be minimalistic...
The evolution of technology has led to many effects on the learning process. One of the notable effe...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
The digital world demands graduates who are accustomed to deal with technology. Blended learning is ...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...