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Using Gamification and Cyber Learning Environment to Improve Students' Learning in an Introductory Computer Programming Course: An Empirical Case Study
Author(s) -
Mourya Reddy Narasareddy Gari,
Gursimran Walia,
Alex Radermacher
Publication year - 2020
Publication title -
2018 asee annual conference and exposition proceedings
Language(s) - English
Resource type - Conference proceedings
DOI - 10.18260/1-2--31206
Subject(s) - course (navigation) , computer science , mathematics education , multimedia , empirical research , human–computer interaction , psychology , engineering , philosophy , epistemology , aerospace engineering
Using Gamification and Cyber Learning Environment to Improve Students’ Learning in an Introductory Computer Programming Course: An Empirical Case Study Mrs. Mourya Reddy Narasareddy Gari, North Dakota State University I am Ph.D student at North Dakota State University. My research work is to see how different Learning strategies affect the student learning. Dr. Gursimran Singh Walia, North Dakota State University Gursimran S. Walia is an associate professor of Computer Science at North Dakota State University. His main research interests include empirical software engineering, software engineering education, human factors in software engineering, and software quality. He is a member of the IEEE Computer Society. Contact him at gursimran.walia@ndsu.edu Mr. Alex Radermacher, North Dakota State University

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