Programming: factors that influence success
By Susan Bergin, Ronan G. Reilly. Technical Symposium on Computer Science Education, 2005
302 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Computer Science Applications
View Paper: https://www.semanticscholar.org/paper/0004b93367db8768d29c7e21bf410d55a30f5205
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Citations in the corpus
- Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices (2017, background): “Bergin and Reilly (2005) reinforced our experience when stating that “the use of games to promote students’ learning has been done to capture students’ interest as all of us learn better when we are motivated” (p. 294).”