Using gamification for supporting an introductory programming course. The case of classcraft in a secondary education classroom

Clicks: 138
ID: 98731
2018
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papadakis2018usinglecture Use this key to autocite in the manuscript while using SciMatic Manuscript Manager or Thesis Manager
Authors Papadakis, S.
Journal lecture notes of the institute for computer sciences, social-informatics and telecommunications engineering, lnicst
Year 2018
DOI 10.1007/978-3-319-76908-0_35
URL
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