Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 2 |
Descriptor
Source
| IEEE Transactions on Learning… | 2 |
Author
| Benotti, Luciana | 1 |
| Delgado-Kloos, Carlos | 1 |
| Di-Serio, Ángela | 1 |
| Ibáñez, Maria-Blanca | 1 |
| Martinez, Maria Cecilia | 1 |
| Schapachnik, Fernando | 1 |
Publication Type
| Journal Articles | 2 |
| Reports - Research | 2 |
Education Level
| High Schools | 1 |
| Higher Education | 1 |
Audience
Location
| Argentina | 1 |
| Spain (Madrid) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Benotti, Luciana; Martinez, Maria Cecilia; Schapachnik, Fernando – IEEE Transactions on Learning Technologies, 2018
In this paper we present a software platform called Chatbot designed to introduce high school students to Computer Science (CS) concepts in an innovative way: by programming chatbots. A chatbot is a bot that can be programmed to have a conversation with a human or robotic partner in some natural language such as English or Spanish. While…
Descriptors: Formative Evaluation, Introductory Courses, Computer Science, High School Students
Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education

Peer reviewed
Direct link
