[PDF][PDF] Gamified Hands-on-Training in Business Information Systems: An Educational Design Experiment.

A Schüll, L Brocksieper, J Rössel - ICE-B, 2021 - scitepress.org
The Covid-19-pandemic confronted lecturers worldwide with the sudden necessity to
develop concepts suitable for distance education. Students' motivation became a crucial …

Penggunaan Scilab untuk memperkenalkan pada siswa SMK tentang dasar matematika dalam pemrograman komputer

E Supriyadi - GAUSS: Jurnal Pendidikan Matematika, 2020 - e-jurnal.lppmunsera.org
Masalah yang akan dibahas dalam penelitian ini adalah tentang matrik di jenjang sekolah
menengah kejuruan. Hal ini didasari dengan stigma bahwa matemtika di kalangan siswa …

Gamified Self-paced E-Learning: Two Iterations of an Educational Design Experiment

A Schüll, L Brocksieper - International Conference on E-Business and …, 2021 - Springer
This paper contributes to research on gamified learning by providing lessons learned from a
gamified, self-paced, digital distant learning environment on business information systems. It …

[引用][C] Kasus Pembelajaran di Sekolah Dasar

I Nurjaman - 2024 - PT. Sigufi Artha Nusantara

[引用][C] 2008-20l8 yılları arasında matematik eğitimi alanında yapılan lisansüstü tezlerin bilgisayar destekli matematik öğretimi bağlamında incelenmesi

GM Bayram - Lisansüstü Eğitim Enstitüsü