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PlayIt: Game Based Learning Approach for Teaching Programming Concepts.
0 references·5 citing·24 second hop
PlayIt: Game Based Learning Approach for Teaching Programming Concepts. (2016)PlayIt: Game Based Learning Approach for …Gamification and Machine Learning Inspired Approach for Classroom Engagement and Learning (2021)Gamification and Machine Lear…Game-Based Learning in Project Sustainability Management Education (2021)Game-Based Learning in Projec…Influence of problem-based learning games on effective computer programming learning in higher education (2020)Influence of problem-based le…Gamification and accessibility (2019)Gamification and accessibilityDeveloping and Application of Mobile Game Based Learning (M-GBL) for High School Students Performance in Chemistry (2017)Developing and Application of…Self-regulated learning strategies & academic achievement in online higher education learning environments: A systematic review (2015)The Development of an Ingenious Circuit Based on Chemo-Edutainment Learning (2018)Digital Game-Based Learning (2020)Mind in Society: The Development of Higher Psychological Processes (1978)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Towards Cross Assessment of Physical and Digital Accessibility (2020)Developing gamification e-quizzes based on an android app: the impact of asynchronous form (2021)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)A primer on partial least squares structural equation modeling (PLS-SEM) (2014)A primer on partial least squares structural equation modeling (PLS-SEM) (2015)Instructional mechanisms in immersive virtual reality serious games: Earthquake emergency training for children (2020)Do technological knowledge and game-based learning promote students achievement: lesson from Indonesia (2021)Gamification in Education: A Systematic Mapping Study (2015)The maturing of gamification research (2017)Gamified learning in higher education: A systematic review of the literature (2018)Meta-Analysis on Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning (2022)Game Mechanics and Artificial Intelligence Personalization: A Framework for Adaptive Learning Systems (2025)Situated Learning (1991)School Engagement: Potential of the Concept, State of the Evidence (2004)From game design elements to gamefulness (2011)Fostering University Students’ Engagement in Teamwork and Innovation Behaviors through Game-Based Learning (GBL) (2021)Transition towards a circular economy: A review of the role of higher education as a key supporting stakeholder in Web of Science (2022)Unleashing the role of skills and job profiles in circular manufacturing (2024)
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  • 2020Influence of problem-based learning games on effective computer programming learning in higher education73 cited
  • 2021Gamification and Machine Learning Inspired Approach for Classroom Engagement and Learning72 cited
  • 2021Game-Based Learning in Project Sustainability Management Education72 cited
  • 2017Developing and Application of Mobile Game Based Learning (M-GBL) for High School Students Performance in Chemistry71 cited
  • 2019Gamification and accessibility47 cited

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