Learner Attitude, Educational Background, and Gender Influence on Knowledge Gain in a Serious Games-Enhanced Programming Course

Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their...

Celý popis

Uloženo v:
Podrobná bibliografie
Vydáno v:IEEE transactions on education Ročník 64; číslo 3; s. 308 - 316
Hlavní autoři: Zhao, Dan, Muntean, Cristina Hava, Chis, Adriana E., Muntean, Gabriel-Miro
Médium: Journal Article
Jazyk:angličtina
Vydáno: New York IEEE 01.08.2021
Institute of Electrical and Electronics Engineers, Inc
The Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Témata:
ISSN:0018-9359, 1557-9638
On-line přístup:Získat plný text
Tagy: Přidat tag
Žádné tagy, Buďte první, kdo vytvoří štítek k tomuto záznamu!
Abstract Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner demographics that capture learners' attitude toward school or STEM subjects, their previous educational performance and gender. Background: Despite the latest rapid economy growth in the ICT sector, many European countries are facing the challenge of retaining students in STEM-related subjects, which could lead to unfilled vacancies in the ICT job markets in the near future. Serious games have been utilized in the classrooms of many STEM subjects to improve students' learning experience and learning outcomes, and potentially encourage their engagement with STEM-related industries. While some prior works had assessed the effectiveness of serious games in improving students' learning outcomes, little research has been done to investigate the impacts among students with different previous educational background and performance, attitude, and gender. Research Questions: 1) Do the proposed serious games improve students' learning outcomes? and 2) Do students with certain previous educational performance, learning attitude, and/or gender benefit more than others from the use of serious games? Methodology: To thoroughly study students' learning outcome, a large-scale pilot was deployed as part of the first-year undergraduate C Programming module at Dublin City University, Ireland. A multidimensional pedagogical assessment toolkit was utilized. In particular, a demographic questionnaire was carried out before the pilot began, based on which students were divided into different subgroups in terms of educational ability, initial attitude to school, attitude toward learning STEM subjects, and gender. Pre- and post-tests were conducted right before and after playing each game. For students belonging to each subgroup and for all students, the average pre- and post-test marks related to each game were compared, while paired-sample <inline-formula> <tex-math notation="LaTeX">t </tex-math></inline-formula>-tests were also conducted to assess the statistical significance of knowledge gain. Findings: Statistically significant knowledge gains were observed in all three games for all students. The students with good previous educational performance or strong attitude toward attending school and learning STEM subjects, tend to gain more by using serious games, as they obtained statistically significant improved learning outcomes in all three games. The students with average starting points, although performed better in the post-test than in the pretest in all games, they achieved statistically significant improvements in some cases only.
AbstractList Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner demographics that capture learners' attitude toward school or STEM subjects, their previous educational performance and gender. Background: Despite the latest rapid economy growth in the ICT sector, many European countries are facing the challenge of retaining students in STEM-related subjects, which could lead to unfilled vacancies in the ICT job markets in the near future. Serious games have been utilized in the classrooms of many STEM subjects to improve students' learning experience and learning outcomes, and potentially encourage their engagement with STEM-related industries. While some prior works had assessed the effectiveness of serious games in improving students' learning outcomes, little research has been done to investigate the impacts among students with different previous educational background and performance, attitude, and gender. Research Questions: (1) Do the proposed serious games improve students' learning outcomes? and (2) Do students with certain previous educational performance, learning attitude, and/or gender benefit more than others from the use of serious games? Methodology: To thoroughly study students' learning outcome, a large-scale pilot was deployed as part of the first-year undergraduate C Programming module at Dublin City University, Ireland. A multidimensional pedagogical assessment toolkit was utilized. In particular, a demographic questionnaire was carried out before the pilot began, based on which students were divided into different subgroups in terms of educational ability, initial attitude to school, attitude toward learning STEM subjects, and gender. Pre- and post-tests were conducted right before and after playing each game. For students belonging to each subgroup and for all students, the average pre- and post-test marks related to each game were compared, while paired-sample "t"-tests were also conducted to assess the statistical significance of knowledge gain. Findings: Statistically significant knowledge gains were observed in all three games for all students. The students with good previous educational performance or strong attitude toward attending school and learning STEM subjects, tend to gain more by using serious games, as they obtained statistically significant improved learning outcomes in all three games. The students with average starting points, although performed better in the post-test than in the pretest in all games, they achieved statistically significant improvements in some cases only.
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students’ learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner demographics that capture learners’ attitude toward school or STEM subjects, their previous educational performance and gender. Background: Despite the latest rapid economy growth in the ICT sector, many European countries are facing the challenge of retaining students in STEM-related subjects, which could lead to unfilled vacancies in the ICT job markets in the near future. Serious games have been utilized in the classrooms of many STEM subjects to improve students’ learning experience and learning outcomes, and potentially encourage their engagement with STEM-related industries. While some prior works had assessed the effectiveness of serious games in improving students’ learning outcomes, little research has been done to investigate the impacts among students with different previous educational background and performance, attitude, and gender. Research Questions: 1) Do the proposed serious games improve students’ learning outcomes? and 2) Do students with certain previous educational performance, learning attitude, and/or gender benefit more than others from the use of serious games? Methodology: To thoroughly study students’ learning outcome, a large-scale pilot was deployed as part of the first-year undergraduate C Programming module at Dublin City University, Ireland. A multidimensional pedagogical assessment toolkit was utilized. In particular, a demographic questionnaire was carried out before the pilot began, based on which students were divided into different subgroups in terms of educational ability, initial attitude to school, attitude toward learning STEM subjects, and gender. Pre- and post-tests were conducted right before and after playing each game. For students belonging to each subgroup and for all students, the average pre- and post-test marks related to each game were compared, while paired-sample [Formula Omitted]-tests were also conducted to assess the statistical significance of knowledge gain. Findings: Statistically significant knowledge gains were observed in all three games for all students. The students with good previous educational performance or strong attitude toward attending school and learning STEM subjects, tend to gain more by using serious games, as they obtained statistically significant improved learning outcomes in all three games. The students with average starting points, although performed better in the post-test than in the pretest in all games, they achieved statistically significant improvements in some cases only.
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner demographics that capture learners' attitude toward school or STEM subjects, their previous educational performance and gender. Background: Despite the latest rapid economy growth in the ICT sector, many European countries are facing the challenge of retaining students in STEM-related subjects, which could lead to unfilled vacancies in the ICT job markets in the near future. Serious games have been utilized in the classrooms of many STEM subjects to improve students' learning experience and learning outcomes, and potentially encourage their engagement with STEM-related industries. While some prior works had assessed the effectiveness of serious games in improving students' learning outcomes, little research has been done to investigate the impacts among students with different previous educational background and performance, attitude, and gender. Research Questions: 1) Do the proposed serious games improve students' learning outcomes? and 2) Do students with certain previous educational performance, learning attitude, and/or gender benefit more than others from the use of serious games? Methodology: To thoroughly study students' learning outcome, a large-scale pilot was deployed as part of the first-year undergraduate C Programming module at Dublin City University, Ireland. A multidimensional pedagogical assessment toolkit was utilized. In particular, a demographic questionnaire was carried out before the pilot began, based on which students were divided into different subgroups in terms of educational ability, initial attitude to school, attitude toward learning STEM subjects, and gender. Pre- and post-tests were conducted right before and after playing each game. For students belonging to each subgroup and for all students, the average pre- and post-test marks related to each game were compared, while paired-sample <inline-formula> <tex-math notation="LaTeX">t </tex-math></inline-formula>-tests were also conducted to assess the statistical significance of knowledge gain. Findings: Statistically significant knowledge gains were observed in all three games for all students. The students with good previous educational performance or strong attitude toward attending school and learning STEM subjects, tend to gain more by using serious games, as they obtained statistically significant improved learning outcomes in all three games. The students with average starting points, although performed better in the post-test than in the pretest in all games, they achieved statistically significant improvements in some cases only.
Audience Higher Education
Postsecondary Education
Author Muntean, Gabriel-Miro
Zhao, Dan
Chis, Adriana E.
Muntean, Cristina Hava
Author_xml – sequence: 1
  givenname: Dan
  orcidid: 0000-0001-9016-5594
  surname: Zhao
  fullname: Zhao, Dan
  email: dan.zhao@ncirl.ie
  organization: School of Computing, National College of Ireland, Dublin 1, Ireland
– sequence: 2
  givenname: Cristina Hava
  orcidid: 0000-0001-5082-9253
  surname: Muntean
  fullname: Muntean, Cristina Hava
  email: cristina.muntean@ncirl.ie
  organization: School of Computing, National College of Ireland, Dublin 1, Ireland
– sequence: 3
  givenname: Adriana E.
  orcidid: 0000-0002-8700-4914
  surname: Chis
  fullname: Chis, Adriana E.
  email: adriana.chis@ncirl.ie
  organization: School of Computing, National College of Ireland, Dublin 1, Ireland
– sequence: 4
  givenname: Gabriel-Miro
  orcidid: 0000-0002-9332-4770
  surname: Muntean
  fullname: Muntean, Gabriel-Miro
  email: gabriel.muntean@dcu.ie
  organization: School of Electronic Engineering, Dublin City University, Glasnevin, Dublin 9, Ireland
BackLink http://eric.ed.gov/ERICWebPortal/detail?accno=EJ1303827$$DView record in ERIC
BookMark eNp9UctKAzEUDaJgfaxdiBBw26l5diZLLWN9FBSs6yEmtzU6TTSZQVz560YrLlwIgUvuOee-zg7a9MEDQgeUjCgl6mRejxhhZMSJELQUG2hApSwLNebVJhoQQqtCcam20U5KT_krJJMD9DEDHT1EfNp1rustDHFte6M7F7xu8Zk2z8sYem-HWHuLp-BtJl_6RduDN4CDx9c-vLVgl4Cn2nmcn8Z3EF3oU86sIBW1f9SZbPFtDMuoVyvnl3gS-phgD20tdJtg_yfuovvzej65KGY308vJ6awwnNKuKKESvOLCEiOJLeHBLqzWUhFVGSkqwcaMKE0tz2sSqTMKFKSgbKx4qR4s30XH67ovMbz2kLrmKffPK6aG5TOpXIKTzDpas_L4pnmJbqXje1Nf0YxVrMz4yRo3MaQUYfHLoaT5cqGZ182XC82PC1kh_yiM676v20Xt2n90h2udA4DfLoozSiXhn-iBlEM
CODEN IEEDAB
CitedBy_id crossref_primary_10_1007_s40692_023_00284_w
crossref_primary_10_1186_s40594_023_00447_2
crossref_primary_10_1080_03043797_2022_2093168
crossref_primary_10_1002_cae_70000
crossref_primary_10_1145_3742441
crossref_primary_10_3390_su13126586
crossref_primary_10_3390_bs15030282
crossref_primary_10_1109_ACCESS_2021_3139729
crossref_primary_10_1109_ACCESS_2023_3346767
crossref_primary_10_1109_TE_2024_3378103
crossref_primary_10_1016_j_caeo_2025_100256
crossref_primary_10_1109_ACCESS_2024_3479921
crossref_primary_10_1007_s11042_024_20077_2
Cites_doi 10.1109/TE.2008.2010983
10.1109/RESPECT.2015.7296496
10.1016/j.compedu.2015.11.003
10.21125/edulearn.2018.2033
10.1109/ICALT.2017.111
10.21125/edulearn.2018.0945
10.1145/2493394.2493411
10.1109/FIE.2018.8659005
10.1109/RITA.2020.3008127
10.1109/TE.2017.2704060
10.21125/edulearn.2018.0756
10.1016/j.chb.2015.07.045
10.1145/3159450.3159605
10.1109/TE.2019.2957711
10.1109/FIE.2018.8658553
10.1109/MC.2005.297
10.1007/978-3-030-02762-9_21
10.1145/3105726.3106173
10.1109/GEM.2018.8516508
10.1145/1508865.1508980
10.1109/IV.2013.70
10.21125/edulearn.2018.1995
10.1109/VS-GAMES.2013.6624226
10.1016/j.sbspro.2012.06.938
10.21125/edulearn.2018.0958
10.4018/978-1-60960-495-0.ch006
10.21125/edulearn.2018.0948
10.1016/j.compedu.2011.04.002
10.1109/TE.2018.2859825
ContentType Journal Article
Copyright Copyright The Institute of Electrical and Electronics Engineers, Inc. (IEEE) 2021
Copyright_xml – notice: Copyright The Institute of Electrical and Electronics Engineers, Inc. (IEEE) 2021
DBID 97E
RIA
RIE
AAYXX
CITATION
7SW
BJH
BNH
BNI
BNJ
BNO
ERI
PET
REK
WWN
7SC
7SP
7TB
8FD
FR3
JQ2
KR7
L7M
L~C
L~D
DOI 10.1109/TE.2020.3044174
DatabaseName IEEE All-Society Periodicals Package (ASPP) 2005–Present
IEEE All-Society Periodicals Package (ASPP) 1998–Present
IEEE Electronic Library (IEL)
CrossRef
ERIC
ERIC (Ovid)
ERIC
ERIC
ERIC (Legacy Platform)
ERIC( SilverPlatter )
ERIC
ERIC PlusText (Legacy Platform)
Education Resources Information Center (ERIC)
ERIC
Computer and Information Systems Abstracts
Electronics & Communications Abstracts
Mechanical & Transportation Engineering Abstracts
Technology Research Database
Engineering Research Database
ProQuest Computer Science Collection
Civil Engineering Abstracts
Advanced Technologies Database with Aerospace
Computer and Information Systems Abstracts – Academic
Computer and Information Systems Abstracts Professional
DatabaseTitle CrossRef
ERIC
Civil Engineering Abstracts
Technology Research Database
Computer and Information Systems Abstracts – Academic
Mechanical & Transportation Engineering Abstracts
Electronics & Communications Abstracts
ProQuest Computer Science Collection
Computer and Information Systems Abstracts
Engineering Research Database
Advanced Technologies Database with Aerospace
Computer and Information Systems Abstracts Professional
DatabaseTitleList ERIC
Civil Engineering Abstracts

Database_xml – sequence: 1
  dbid: RIE
  name: IEEE Electronic Library (IEL)
  url: https://ieeexplore.ieee.org/
  sourceTypes: Publisher
DeliveryMethod fulltext_linktorsrc
Discipline Engineering
Education
EISSN 1557-9638
ERIC EJ1303827
EndPage 316
ExternalDocumentID EJ1303827
10_1109_TE_2020_3044174
9321150
Genre orig-research
GeographicLocations Ireland (Dublin)
GeographicLocations_xml – name: Ireland (Dublin)
GrantInformation_xml – fundername: EU Horizon 2020 Research and Innovation Programme for NEWTON (http://NEWTONproject.eu)
  grantid: 688503
– fundername: The Science Foundation Ireland
  grantid: 13/RC/2094
  funderid: 10.13039/501100001602
– fundername: Lero - the SFI Research Centre for Software
GroupedDBID -~X
0R~
29I
3EH
4.4
5GY
5VS
6IK
85S
97E
AAJGR
AARMG
AASAJ
AAVXG
AAWTH
AAYJJ
ABAZT
ABFSI
ABOPQ
ABQJQ
ABVLG
ACGFO
ACGFS
ACIWK
ACNCT
AENEX
AETIX
AFFNX
AFOGA
AGQYO
AGSQL
AHBIQ
AI.
AIBXA
AKJIK
AKQYR
ALLEH
ALMA_UNASSIGNED_HOLDINGS
ASUFR
ATWAV
AZLTO
BEFXN
BFFAM
BGNUA
BKEBE
BPEOZ
CS3
DU5
E.L
EBS
EJD
HZ~
H~9
IAAWW
IBMZZ
ICLAB
IDIHD
IFIPE
IFJZH
IPLJI
JAVBF
LAI
M43
MS~
O9-
OCL
P2P
PQQKQ
RIA
RIE
RNS
TN5
VH1
AAYXX
CITATION
7SW
BJH
BNH
BNI
BNJ
BNO
ERI
PET
REK
WWN
7SC
7SP
7TB
8FD
FR3
JQ2
KR7
L7M
L~C
L~D
ID FETCH-LOGICAL-c311t-7e843834d0c50d7ebdfdaa59098c548426209a1d301805adfde1e541269379bd3
IEDL.DBID RIE
ISICitedReferencesCount 14
ISICitedReferencesURI http://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=Summon&SrcAuth=ProQuest&DestLinkType=CitingArticles&DestApp=WOS_CPL&KeyUT=000681109100016&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D
ISSN 0018-9359
IngestDate Mon Jun 30 04:48:34 EDT 2025
Tue Dec 02 16:40:51 EST 2025
Tue Nov 18 22:31:17 EST 2025
Sat Nov 29 05:19:51 EST 2025
Wed Aug 27 02:39:34 EDT 2025
IsDoiOpenAccess false
IsOpenAccess false
IsPeerReviewed true
IsScholarly true
Issue 3
Language English
LinkModel DirectLink
MergedId FETCHMERGED-LOGICAL-c311t-7e843834d0c50d7ebdfdaa59098c548426209a1d301805adfde1e541269379bd3
Notes ObjectType-Article-1
SourceType-Scholarly Journals-1
ObjectType-Feature-2
content type line 14
ORCID 0000-0001-5082-9253
0000-0002-8700-4914
0000-0001-9016-5594
0000-0002-9332-4770
PQID 2557984230
PQPubID 85468
PageCount 9
ParticipantIDs ieee_primary_9321150
crossref_primary_10_1109_TE_2020_3044174
crossref_citationtrail_10_1109_TE_2020_3044174
proquest_journals_2557984230
eric_primary_EJ1303827
PublicationCentury 2000
PublicationDate 2021-08-01
PublicationDateYYYYMMDD 2021-08-01
PublicationDate_xml – month: 08
  year: 2021
  text: 2021-08-01
  day: 01
PublicationDecade 2020
PublicationPlace New York
PublicationPlace_xml – name: New York
PublicationTitle IEEE transactions on education
PublicationTitleAbbrev TE
PublicationYear 2021
Publisher IEEE
Institute of Electrical and Electronics Engineers, Inc
The Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Publisher_xml – name: IEEE
– name: Institute of Electrical and Electronics Engineers, Inc
– name: The Institute of Electrical and Electronics Engineers, Inc. (IEEE)
References ref35
ref13
ref34
ref12
ref15
smith (ref25) 2018
ref31
ref33
ref11
ref32
ref2
ref1
ref17
ref16
ref19
ref18
mathrani (ref14) 2016; 19
ref24
ref26
ref20
(ref22) 2020
ref21
ref28
ref27
ghergulescu (ref10) 2012
ref29
ref8
ref7
ref9
ref4
ref3
dubow (ref23) 2020
ref6
ref5
montandon (ref36) 2018
muntean (ref30) 2019
References_xml – ident: ref21
  doi: 10.1109/TE.2008.2010983
– ident: ref28
  doi: 10.1109/RESPECT.2015.7296496
– start-page: 355
  year: 2012
  ident: ref10
  publication-title: Measurement and Analysis of Learner's Motivation in Game-Based E-Learning
– ident: ref5
  doi: 10.1016/j.compedu.2015.11.003
– start-page: 378
  year: 2018
  ident: ref36
  article-title: Multi-dimensional approach for the pedagogical assessment in STEM technology enhanced learning
  publication-title: Proc EdMedia Conf
– ident: ref35
  doi: 10.21125/edulearn.2018.2033
– ident: ref7
  doi: 10.1109/ICALT.2017.111
– ident: ref16
  doi: 10.21125/edulearn.2018.0945
– start-page: 1
  year: 2018
  ident: ref25
  article-title: Exploring women's motivations to study computer science
  publication-title: Proc IEEE Frontiers in Education Conf (FIE)
– ident: ref13
  doi: 10.1145/2493394.2493411
– ident: ref8
  doi: 10.1109/FIE.2018.8659005
– ident: ref27
  doi: 10.1109/RITA.2020.3008127
– ident: ref24
  doi: 10.1109/TE.2017.2704060
– ident: ref31
  doi: 10.21125/edulearn.2018.0756
– ident: ref6
  doi: 10.1016/j.chb.2015.07.045
– ident: ref20
  doi: 10.1145/3159450.3159605
– ident: ref3
  doi: 10.1109/TE.2019.2957711
– ident: ref29
  doi: 10.1109/FIE.2018.8658553
– year: 2020
  ident: ref23
  publication-title: NCWIT Scorecard The Status of Women in Technology
– year: 2019
  ident: ref30
  publication-title: Innovative Technology-Based Solutions for Primary Secondary and Tertiary STEM Education
– volume: 19
  start-page: 5
  year: 2016
  ident: ref14
  article-title: PlayIT: Game based learning approach for teaching programming concepts
  publication-title: J Edu Technol Soc
– ident: ref1
  doi: 10.1109/MC.2005.297
– ident: ref17
  doi: 10.1007/978-3-030-02762-9_21
– ident: ref19
  doi: 10.1145/3105726.3106173
– ident: ref34
  doi: 10.1109/GEM.2018.8516508
– ident: ref11
  doi: 10.1145/1508865.1508980
– ident: ref12
  doi: 10.1109/IV.2013.70
– ident: ref33
  doi: 10.21125/edulearn.2018.1995
– ident: ref4
  doi: 10.1109/VS-GAMES.2013.6624226
– ident: ref18
  doi: 10.1016/j.sbspro.2012.06.938
– year: 2020
  ident: ref22
  publication-title: Graduates by Education Level Programme Orientation Sex and Field of Education
– ident: ref32
  doi: 10.21125/edulearn.2018.0958
– ident: ref2
  doi: 10.4018/978-1-60960-495-0.ch006
– ident: ref15
  doi: 10.21125/edulearn.2018.0948
– ident: ref9
  doi: 10.1016/j.compedu.2011.04.002
– ident: ref26
  doi: 10.1109/TE.2018.2859825
SSID ssj0014525
Score 2.3895607
Snippet Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning...
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students’ learning...
SourceID proquest
eric
crossref
ieee
SourceType Aggregation Database
Index Database
Enrichment Source
Publisher
StartPage 308
SubjectTerms Academic Achievement
Academic Persistence
Achievement Gains
Attitudes
Case Studies
Colleges & universities
Computer & video games
Computer Assisted Instruction
Computer Games
Economic Development
Education
Educational Background
Educational software
Engineering profession
Foreign Countries
Game Based Learning
Games
Gender
Gender Differences
Information Technology
Knowledge assessment
Learning
Learning Experience
Modules
Outcomes of Education
Pilot Projects
Pretests Posttests
Programming
Programming Languages
Programming profession
School Holding Power
Serious games
Statistical Significance
STEM Education
Student Attitudes
Students
Subgroups
Teaching Methods
Technical education
technology-enhanced learning
Undergraduate Students
Urban areas
Title Learner Attitude, Educational Background, and Gender Influence on Knowledge Gain in a Serious Games-Enhanced Programming Course
URI https://ieeexplore.ieee.org/document/9321150
http://eric.ed.gov/ERICWebPortal/detail?accno=EJ1303827
https://www.proquest.com/docview/2557984230
Volume 64
WOSCitedRecordID wos000681109100016&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D
hasFullText 1
inHoldings 1
isFullTextHit
isPrint
journalDatabaseRights – providerCode: PRVIEE
  databaseName: IEEE Electronic Library (IEL)
  customDbUrl:
  eissn: 1557-9638
  dateEnd: 99991231
  omitProxy: false
  ssIdentifier: ssj0014525
  issn: 0018-9359
  databaseCode: RIE
  dateStart: 19630101
  isFulltext: true
  titleUrlDefault: https://ieeexplore.ieee.org/
  providerName: IEEE
link http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwlV1Lb9QwEB6VigMcSh9UbF_ygQOHTRsncRIfC0ppAVU9LFVvkdeeqFXbLNrscuWvd8bxRqDCASmHKLbjROPX2N98H8D7OEXN0R9R4rSJsiY30dRlKio5SFO5AnNPPH_9rbi8LG9u9NUajIdYGET04DM85lt_lu9mdslbZSe01pDeQX9RFHkfqzWcGPD5XD_qUgdOlQ40PjLWJ5OK_MCE3NOY9bayP2agAHL2yirPhmM_x5y9-b-v24SNsJYUp73xt2AN222WYQ6QjW14_Rvb4A788lyqOBenC8YHOByLIS-95qOx9xzj0bqxMK0TvcicuFipmIhZK76uduDEZ3PXCrqM4P212bKjJ4_YRVV76zEF4qoHfj1S1YKF8Tp8C9_Pqsmn8yjoL0Q2lXIRFVgykWnmYqtiMtvUNc4YpWNdWnJ0PJe9NtKlTAKmDKWiRJXJJKc1j566dBfW21mL70BQhnyaG1SW3MnGlkY5mzdlUthGStcUIzhe2aS2gZycNTIeau-kxLqeVDUbsQ5GHMGHocCPnpfj31l32chDtuoLz9tU9wh22IpDQjDgCA5WzaAOHbqryfMqNP1yGu_9vdQ-vEoY7uKxgQewvpgv8RBe2p-Lu25-5NvqE5R15Ho
linkProvider IEEE
linkToHtml http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwlV1Lb9QwEB5VbSXgUEpLxUIfPnDgsGntJE7iY0Hpc1n1sKDeIq_tiAqaRZtdrvx1ZhxvBCo9VMohiu040fg19jffB_CeJ05R9EcUW6WjtM50NLWpjAoK0pQ2d5knnv86ysfj4vZW3azBsI-Fcc558Jk7plt_lm9nZklbZSe41hDeQd-QaRrzLlqrPzOgE7pu3MUunEgViHwEVyeTEj3BGB1UTopb6T9zUIA5e22VBwOyn2XOXj7t-7ZhK6wm2Wln_lew5podEmIOoI0dePEX3-Au_PZsqm7OTheEELBuyPq8-JqP2nynKI_GDpluLOtk5tjlSseEzRp2vdqDY-f6rmF4aUY7bLNli0_uXRuVzTePKmA3HfTrHqtmJI3Xutfw5aycfLqIggJDZBIhFlHuCqIyTS03kqPhpra2WkvFVWHQ1fFs9koLmxANmNSY6oSTqYgzXPWoqU32YL2ZNe4NMMyQTTPtpEGHsjaFltZkdRHnphbC1vkAjlc2qUygJyeVjB-Vd1O4qiZlRUasghEH8KEv8LNj5ng86x4Zuc9WXtHMjXUPYJes2CcEAw5gf9UMqtCl2wp9r1zhLyf87f9LHcGzi8nnUTW6HF-_g-cxgV88UnAf1hfzpTuATfNrcdfOD327_QOcgefB
openUrl ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.atitle=Learner+Attitude%2C+Educational+Background%2C+and+Gender+Influence+on+Knowledge+Gain+in+a+Serious+Games-Enhanced+Programming+Course&rft.jtitle=IEEE+transactions+on+education&rft.au=Zhao%2C+Dan&rft.au=Muntean%2C+Cristina+Hava&rft.au=Chis%2C+Adriana+E&rft.au=Muntean%2C+Gabriel-Miro&rft.date=2021-08-01&rft.pub=Institute+of+Electrical+and+Electronics+Engineers%2C+Inc&rft.issn=0018-9359&rft.volume=64&rft.issue=3&rft.spage=308&rft_id=info:doi/10.1109%2FTE.2020.3044174&rft.externalDocID=EJ1303827
thumbnail_l http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/lc.gif&issn=0018-9359&client=summon
thumbnail_m http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/mc.gif&issn=0018-9359&client=summon
thumbnail_s http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/sc.gif&issn=0018-9359&client=summon