Analysis of the application of immersive technologies and gamification to computer science education

Holder, Raymond

Open source

DOI
10.5281/zenodo.15165593
Published
2025
Container
Not recorded
Publisher
Zenodo
Open access
yes

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limited evidence Score 47/100 under policy 1.0.0. This is a metadata assessment, not a judgment of the paper's conclusions.

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BibTeX

@article{allodium:10.5281/zenodo.15165593,
  title = {Analysis of the application of immersive technologies and gamification to computer science education},
  author = {Holder, Raymond},
  year = {2025},
  doi = {10.5281/zenodo.15165593},
  url = {https://doi.org/10.5281/zenodo.15165593}
}

RIS

TY  - JOUR
TI  - Analysis of the application of immersive technologies and gamification to computer science education
AU  - Holder, Raymond
PY  - 2025
DO  - 10.5281/zenodo.15165593
UR  - https://doi.org/10.5281/zenodo.15165593
ER  - 

APA

Raymond, H. (2025). Analysis of the application of immersive technologies and gamification to computer science education. https://doi.org/10.5281/zenodo.15165593

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