
<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/">
  <dc:description xml:lang="eng">Abstract:
Gamification and implementation of the computer games in education support knowledge and increase children’s’ attention during a learning process. Teachers, on the other side, usually are just passive users of the Gamification techniques in teaching. There is an evident gap between behavioural aspect of teachers and their adoption
of modern technologies and the same aspect on accepting technologies inside children population. This study used quasi experimental approach and constructive qualitative methodology for the analysis of the behavioural aspect and adopting of new technologies learning linear programming techniques to students of the English languages. During the course implementation, students developed tailor modelled games in line with the curriculum for the language teaching adequate for the age, and a level of knowledge of children in the learning group.
</dc:description>
  <dc:source>29 The 9th International Conference on eLearning (eLearning-2018), 27 - 28 September 2018, Belgrade, Serbia</dc:source>
  <dc:type>info:eu-repo/semantics/article</dc:type>
  <dc:creator id="https://orcid.org/0000-0001-5265-1022">Mekić, Edis</dc:creator>
  <dc:creator id="https://orcid.org/0000-0003-0030-818X https://plus.cobiss.net/cobiss/sr/sr/conor/29981799">Zejnelagić, Sabina</dc:creator>
  <dc:creator>Mekić, Sabina</dc:creator>
  <dc:date>2018</dc:date>
  <dc:title xml:lang="eng">BEHAVIORAL ASPECT OF TEACHING LINEAR PROGRAMMING TECHNIQUES FOR GAMIFICATION OF THE ENGLISH LANGUAGE LEARNING</dc:title>
  <dc:format>application/pdf</dc:format>
  <dc:format>1333132 bytes</dc:format>
  <dc:language>eng</dc:language>
  <dc:rights>All rights reserved</dc:rights>
  <dc:identifier>https://phaidrabg.bg.ac.rs/o:32106</dc:identifier>
  <dc:subject xml:lang="eng">Keywords: Gamification, linear programming, behavioural aspect, education.</dc:subject>
</oai_dc:dc>
