Using Gamification for Supporting an Introductory Programming Course. The Case of ClassCraft in a Secondary Education Classroom
Crossref DOI link: https://doi.org/10.1007/978-3-319-76908-0_35
Published Online: 2018-03-07
Published Print: 2018
Update policy: https://doi.org/10.1007/springer_crossmark_policy
Papadakis, Stamatios
Kalogiannakis, Michail
License valid from 2018-01-01