Personalized games for computer science education in higher education: the effect of personalization feature on students’ engagement and flow state DOI
Lin Zhong,

Jingxiang Zhou

Journal of Computing in Higher Education, Год журнала: 2024, Номер unknown

Опубликована: Дек. 30, 2024

Язык: Английский

Math Venture: A Gamified Remedial Intervention Material for Mathematics 7 DOI Creative Commons

Jaime Jiménez Guzmán

Опубликована: Май 18, 2025

This study focused on the development and evaluation of Math Venture, a gamified remedial intervention material for Mathematics 7 at Muntindilaw National High School, Schools Division Office Antipolo, during academic year 2023–2024. The survey questionnaire served as data collection tool descriptive design. Twenty-one (21) experts eighteen (18) high school math teachers. teachers developed Venture Game in terms of: fun, continued user Intention, visual attractiveness, challenge, balance, immersion, perceived ease use, usefulness is inferred to have Very Acceptability with grand weighted mean 4.92 4.79, respectively. suggestions made by respondents informed researcher how further improve material. suggest: resolve minimal errors, rephrase directions into simpler one; hint not necessary; allow users save their game cloud using email; make interface or theme interconnected, apply different sounds, it more colorful, questions presented randomly set time limit only one map, but per level based difficulties.

Язык: Английский

Процитировано

0

Personalized games for computer science education in higher education: the effect of personalization feature on students’ engagement and flow state DOI
Lin Zhong,

Jingxiang Zhou

Journal of Computing in Higher Education, Год журнала: 2024, Номер unknown

Опубликована: Дек. 30, 2024

Язык: Английский

Процитировано

0