Source: Proceedings. Conference titles: ACM Technical Symposium on Computer Science Education - SIGCSE. Unidade: ICMC
Subjects: JOGOS EDUCATIVOS, APRENDIZAGEM, MOTIVAÇÃO
ABNT
RODRIGUES, Luiz Antonio Lima et al. Gamification works, but how and to whom?: An experimental study in the context of programming lessons. 2021, Anais.. New York: ACM, 2021. Disponível em: https://doi.org/10.1145/3408877.3432419. Acesso em: 15 out. 2024.APA
Rodrigues, L. A. L., Toda, A. M., Santos, W. O. dos, Palomino, P. T., Santos, A. P. A., & Isotani, S. (2021). Gamification works, but how and to whom?: An experimental study in the context of programming lessons. In Proceedings. New York: ACM. doi:10.1145/3408877.3432419NLM
Rodrigues LAL, Toda AM, Santos WO dos, Palomino PT, Santos APA, Isotani S. Gamification works, but how and to whom?: An experimental study in the context of programming lessons [Internet]. Proceedings. 2021 ;[citado 2024 out. 15 ] Available from: https://doi.org/10.1145/3408877.3432419Vancouver
Rodrigues LAL, Toda AM, Santos WO dos, Palomino PT, Santos APA, Isotani S. Gamification works, but how and to whom?: An experimental study in the context of programming lessons [Internet]. Proceedings. 2021 ;[citado 2024 out. 15 ] Available from: https://doi.org/10.1145/3408877.3432419