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Gamified self-paced e-learning platform for computer science courses

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2017
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Özet (EN)

Gamification is the use of game elements in non-game context to increase engagement. One of the most important challenges in the last decade is to keep students engaged with the content while modernizing the education tools. E-learning systems are suitable to apply gamification techniques to increase student engagement. This work will introduce a self- paced e-learning platform for entry level Computer Science courses. For implementation purposes, Python is chosen since it is suitable for first year courses. Platform has modules for self-paced learning, laboratory homework (labwork), assignment, and management. It is implemented as a highly scalable web application with resources stored in the cloud. Course was tested with group of students submitting assignments and studying for their exam.

Yazar

Yusuf Türk

Bu Yayına Nasıl Atıf Yapılır

Yusuf Türk (Master Thesis). Gamified self-paced e-learning platform for computer science courses, 2017, Yeditepe University.

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