Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement

Research article (IEEE Transactions on Learning Technologies, 2022) · cited 36× · AI/ML
Press Enter · cited answer in seconds

Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement

Summary

Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement is a scholarly article[1].

Key Facts

  • Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement's instance of is recorded as scholarly article[2].

📑 Cite this page

Use these citations when quoting this entity in research, articles, AI prompts, or wherever provenance matters. We aggregate Wikidata + Wikipedia + authoritative open-data sources; the stitched, scored, cross-referenced view is what 4ort.xyz contributes.

APA 4ort.xyz Knowledge Graph. (2026). Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement. Retrieved May 24, 2026, from https://4ort.xyz/entity/promoting-computational-thinking-skills-in-non-computer-science-students-gamifying-computational-notebooks-to-increase-s
MLA “Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement.” 4ort.xyz Knowledge Graph, 4ort.xyz, 24 May. 2026, https://4ort.xyz/entity/promoting-computational-thinking-skills-in-non-computer-science-students-gamifying-computational-notebooks-to-increase-s.
BibTeX @misc{4ortxyz_promoting-computational-thinking-skills-in-non-computer-science-students-gamifying-computational-notebooks-to-increase-s_2026, author = {{4ort.xyz Knowledge Graph}}, title = {{Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement}}, year = {2026}, url = {https://4ort.xyz/entity/promoting-computational-thinking-skills-in-non-computer-science-students-gamifying-computational-notebooks-to-increase-s}, note = {Accessed: 2026-05-24}}
LLM prompt According to 4ort.xyz Knowledge Graph (aggregator of Wikidata, Wikipedia, and authoritative open-data sources): Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement — https://4ort.xyz/entity/promoting-computational-thinking-skills-in-non-computer-science-students-gamifying-computational-notebooks-to-increase-s (retrieved 2026-05-24)

Canonical URL: https://4ort.xyz/entity/promoting-computational-thinking-skills-in-non-computer-science-students-gamifying-computational-notebooks-to-increase-s · Last refreshed: