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Effects of gamified interactive e‑books on students’ flipped learning performance, motivation, and m...

Effects of gamified interactive e‑books on students’ flipped learning performance, motivation, and m...

https://devfeature-collection.sl.nsw.gov.au/record/TN_cdi_proquest_journals_2604657450

Effects of gamified interactive e‑books on students’ flipped learning performance, motivation, and meta‑cognition tendency in a mathematics course

About this item

Full title

Effects of gamified interactive e‑books on students’ flipped learning performance, motivation, and meta‑cognition tendency in a mathematics course

Publisher

New York: Springer Science + Business Media

Journal title

Educational technology research and development, 2021-12, Vol.69 (6), p.3255-3280

Language

English

Formats

Publication information

Publisher

New York: Springer Science + Business Media

More information

Scope and Contents

Contents

It is widely recognized that flipped learning has great potential for enhancing students’ conceptual understanding through the reversed arrangement of before-class learning activities and in-class settings. However, this approach also raises the challenge of students having to obtain the learning content by themselves, especially for abstract conce...

Alternative Titles

Full title

Effects of gamified interactive e‑books on students’ flipped learning performance, motivation, and meta‑cognition tendency in a mathematics course

Identifiers

Primary Identifiers

Record Identifier

TN_cdi_proquest_journals_2604657450

Permalink

https://devfeature-collection.sl.nsw.gov.au/record/TN_cdi_proquest_journals_2604657450

Other Identifiers

ISSN

1042-1629

E-ISSN

1556-6501

DOI

10.1007/s11423-021-10053-0

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