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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
Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement
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Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement is a scholarly article[1].
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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].
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APA4ort.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