2015 10th International Conference on Computer Science &Amp; Education (ICCSE) 2015
DOI: 10.1109/iccse.2015.7250286
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Virtual blended learning enriched by gamification and social aspects in programming education

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Cited by 10 publications
(10 citation statements)
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“…Most papers, including those outside the scope of this research, only present the application developed. Some do not have any methodology and/or testing, such as (Singh, 2017), (Chandramouli, Zahraee & Winer, 2014) and (Lückemeyer, 2015). Only Masso & Grace (2011), of the 4 selected, presented test results from interviews with users, without analysis of the answers.…”
Section: Methodology Used By the Selected Papersmentioning
confidence: 99%
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“…Most papers, including those outside the scope of this research, only present the application developed. Some do not have any methodology and/or testing, such as (Singh, 2017), (Chandramouli, Zahraee & Winer, 2014) and (Lückemeyer, 2015). Only Masso & Grace (2011), of the 4 selected, presented test results from interviews with users, without analysis of the answers.…”
Section: Methodology Used By the Selected Papersmentioning
confidence: 99%
“…Cat. 1 -Subcategories (Kinnunen, 2009) Analyzed papers a) Problem of Orientation (Chandramouli, Zahraee & Winer, 2014) b) Notional Machine (Singh, 2017) c) Notation of Formal Languages (Lückemeyer, 2015), (Chandramouli, Zahraee & Winer, 2014) d) Acquiring Structures (Singh, 2017), (Masso & Grace, 2011), (Lückemeyer, 2015), (Chandramouli, Zahraee & Winer, 2014) e) Pragmatics of Programming (Singh, 2017), (Lückemeyer, 2015) Source: Elaborated by the authors…”
Section: Applicability To the Problem Of Teaching And Learning Comput...mentioning
confidence: 99%
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“…Simultaneously, virtual 3D rooms were used in a media computer science lecture in order to initiate collaboration (group activities). In addition, we consider the results of another collaboration project in a virtual 3D environment (Lueckemeyer, 2015). Table 1 shows how many students have participated in the respective virtual 3D rooms; the lectures were "Fundamentals in Mathematics" (1 st semester), "Calculus" (2 nd semester) and "Animation and Virtual Reality" (7 th semester).…”
Section: Methodsmentioning
confidence: 99%
“… Lückemeyer [26], presenta un concepto y un prototipo de un entorno 3D utilizado como un nuevo recurso en la enseñanza de la programación en las universidades. El concepto incorpora al ambiente virtual 3D aspectos de gamificación, así como mecanismos de interacción con medios sociales.…”
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