2018 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP) 2018
DOI: 10.1109/icassp.2018.8461403
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Gamification of DSP: Electronic vs Pen-and-Paper

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Cited by 2 publications
(2 citation statements)
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“…Gamification has pollinated software development in selected courses like engineering for best practices, socialization and improves students' knowledge. Some researchers carried out studies in gamification for various reasons, which consist of facing challenges to initiate software process development (Alhammad&Moreno, 2020), using mobile gaming technologies (Thongkoo,Panjaburee&Daungcharone, Wu, 2014) or digital media (Gekker, 2018), or digital game (Lee, 2019;Barringer, Plummer, Kregenow& Palma, 2018;Martin et al, 2018;Yang, Lin & Chen, 2018;Zinnen, &Godehardt, 2018;Wichadee&Pattanapichet, 2018;Tshering et al, 2018;Stapinski et al, 2017;Ebrahimzadeh,&Alavi, 2017;Reinhardt & Sykes, 2014), combination of technology and information and communication technologies to enhance academic gain (Xanthopoulos&Xinogalos,2018;Appiahene, 2017;Klimova, Blanka&Kacet, 2017;Levitt &Piro, 2014), android application for users (Suprapto&Irrahali, 2019;Kirci&Kahraman, 2015), development of software for educational purposes (Purgina, Mozgovoy, & Ward, 2017;Kuhn & Stevens, 2017;Chubarkova et. al., 2016;Gomez, 2016;), using m-learning app to boost undergraduates' soft skills (Smith, Bille, Southgate,&Stephens,2016), using virtual reality induced with gamification to train students' to improve their communication skills (Lopex& Tucker, 2017; Ruiz et a., 2017;Lochmann, 2016), virtual learning and gamification (Al-Azawei, Baiee& Mohammed, 2019), educational games (Mogrovejo, Mamani, & Tipo, 2019;Homer, Hew & Tan, 2018;Muller et al, 2017;Miladi et.…”
Section: Motivations Related To Rampant Development Of Technologymentioning
confidence: 99%
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“…Gamification has pollinated software development in selected courses like engineering for best practices, socialization and improves students' knowledge. Some researchers carried out studies in gamification for various reasons, which consist of facing challenges to initiate software process development (Alhammad&Moreno, 2020), using mobile gaming technologies (Thongkoo,Panjaburee&Daungcharone, Wu, 2014) or digital media (Gekker, 2018), or digital game (Lee, 2019;Barringer, Plummer, Kregenow& Palma, 2018;Martin et al, 2018;Yang, Lin & Chen, 2018;Zinnen, &Godehardt, 2018;Wichadee&Pattanapichet, 2018;Tshering et al, 2018;Stapinski et al, 2017;Ebrahimzadeh,&Alavi, 2017;Reinhardt & Sykes, 2014), combination of technology and information and communication technologies to enhance academic gain (Xanthopoulos&Xinogalos,2018;Appiahene, 2017;Klimova, Blanka&Kacet, 2017;Levitt &Piro, 2014), android application for users (Suprapto&Irrahali, 2019;Kirci&Kahraman, 2015), development of software for educational purposes (Purgina, Mozgovoy, & Ward, 2017;Kuhn & Stevens, 2017;Chubarkova et. al., 2016;Gomez, 2016;), using m-learning app to boost undergraduates' soft skills (Smith, Bille, Southgate,&Stephens,2016), using virtual reality induced with gamification to train students' to improve their communication skills (Lopex& Tucker, 2017; Ruiz et a., 2017;Lochmann, 2016), virtual learning and gamification (Al-Azawei, Baiee& Mohammed, 2019), educational games (Mogrovejo, Mamani, & Tipo, 2019;Homer, Hew & Tan, 2018;Muller et al, 2017;Miladi et.…”
Section: Motivations Related To Rampant Development Of Technologymentioning
confidence: 99%
“…al., 2016;Gomez, 2016;), using m-learning app to boost undergraduates' soft skills (Smith, Bille, Southgate,&Stephens,2016), using virtual reality induced with gamification to train students' to improve their communication skills (Lopex& Tucker, 2017; Ruiz et a., 2017;Lochmann, 2016), virtual learning and gamification (Al-Azawei, Baiee& Mohammed, 2019), educational games (Mogrovejo, Mamani, & Tipo, 2019;Homer, Hew & Tan, 2018;Muller et al, 2017;Miladi et. al., 2017;Al-Azawi, 2017), teaching using instructional video games to enhance vocabulary (Abbasi , 2018;Hadi, 2017), creation of taxonomies that serve as guide for serious games (Yanes&Bououd, 2019;Preito& Medina, 2016), elements of gaming in video games to assist teenagers' acquire informal learning (Coleman & money, 2020;Matijević&Topolovčan, 2019 (Whitton, 2018), implementation of mobile game-transformed lecture-based approach(Thongkoo&Panjaburee, &Daungcharone, 2020), self-directed learning and gamification to improve students' learning , collaborative learning and gamification (Garcia et al, 2018), technology based game (Pitura&Terlecka-Pacut, 2018), gamification to promote game-centric curriculum design and active learning (Martin, et al, 2018).…”
Section: Motivations Related To Rampant Development Of Technologymentioning
confidence: 99%