Computational Thinking in Game-Based Learning for STEM Education
Game-based learning (GBL) has been shown to enhance engagement, comprehension of course material, and academic achievements. This study aims to investigate previous studies on integrating computational thinking (CT) abilities in STEM education through GBL and propose a framework for integrating CT t...
出版年: | 2024 IEEE 14TH SYMPOSIUM ON COMPUTER APPLICATIONS & INDUSTRIAL ELECTRONICS, ISCAIE 2024 |
---|---|
主要な著者: | Ahamad, Noor Affieyka Natasha; Ismail, Ismassabah; Zain, Nurul Hidayah Mat; Ismail, Marina |
フォーマット: | Proceedings Paper |
言語: | English |
出版事項: |
IEEE
2024
|
主題: | |
オンライン・アクセス: | https://www-webofscience-com.uitm.idm.oclc.org/wos/woscc/full-record/WOS:001283898700072 |
類似資料
-
Computational thinking for teachers: Development of a localised E-learning system
著者:: 2-s2.0-85119357373
出版事項: (2022) -
Usability testing for educational computer game using observation method
著者:: 2-s2.0-77953899295
出版事項: (2010) -
Revolutionizing higher education in malaysia with the game-changing impact of cloud computing
著者:: Sinnappan G.S.; Kolandaisamy R.; Marimuthu M.; Rahiman A.R.A.; Hussin A.A.A.; Jalil A.
出版事項: (2024) -
Comparison between traditional and computer interactive game in learning integration technique
著者:: 2-s2.0-85049789131
出版事項: (2018) -
Incorporating IoT into STEM education through PBL - Chicken Farming Issues
著者:: Saad, 等
出版事項: (2024)