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BRAIN-BROAD RESEARCH IN ARTIFICIAL INTELLIGENCE AND NEUROSCIENCE ; 13(2):39-50, 2022.
Article in English | Web of Science | ID: covidwho-1969895

ABSTRACT

In this study, pre-service teachers' attitudes towards the gamification process were discussed. Descriptive scanning method, one of the quantitative methods, was used in the study, and the data were analyzed and tabulated. The Gamification process scale developed by Baydas and Cicek was used to collect the data to be used. A total of 67 teacher candidates, including 42 special education and 25 classroom teachers, participated in the study. The data obtained from the pre-service teachers were taken online via Google Form due to the Covid 19 pandemic. The teacher candidates gave answers to the 6 dimensions of the scale regarding Competition, Fun, Busy, Outcome Expectation, Effect on Learning and Intention to Use in the Future.

2.
"18. Workshop der """"Software Engineering im Unterricht der Hochschulen"""", SEUH 2022 - 18th Workshop of the """"SEUH - Software Engineering in University Teaching"""", SEUH 2022" ; P-321:43-48, 2022.
Article in English | Scopus | ID: covidwho-1836128

ABSTRACT

Digital learning is becoming increasingly important, especially in situations when students cannot attend presence lectures as we experienced during the Covid-19 pandemic. However, while there are platforms that support generic learning concepts such as multiple-choice questions, we believe that the first semesters of computer science courses can benefit from tailored learning platforms that support IT-specific learning. For example, programming tasks that are automatically checked for correctness. Moreover, in times when students cannot meet each other, self-organization and motivation quickly become severe problems. Therefore, this paper presents a vision for a gamified e-Learning platform specialized for the first semesters of computer science courses. © 2022 Gesellschaft fur Informatik (GI). All rights reserved.

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