相关参考文献
注意:仅列出部分参考文献,下载原文获取全部文献信息。STRUCTURAL MODEL OF INFLUENTIAL EXTRINSIC FACTORS IN FLIPPED LEARNING
Santiago Mengual-Andres et al.
EDUCACION XX1 (2020)
The impact of a flipped classroom approach on student learning experience
Isaiah T. Awidi et al.
COMPUTERS & EDUCATION (2019)
Impact of Educational Stage in the Application of Flipped Learning: A Contrasting Analysis with Traditional Teaching
Santiago Pozo Sanchez et al.
SUSTAINABILITY (2019)
Using a Tablet Computer Application to Advance High School Students' Laboratory Learning Experiences: A Focus on Electrical Engineering Education
Pao-Nan Chou et al.
SUSTAINABILITY (2019)
Investigating the effects of gamification-enhanced flipped learning on undergraduate students' behavioral and cognitive engagement
Biyun Huang et al.
INTERACTIVE LEARNING ENVIRONMENTS (2019)
The effect of ICT and social networks on university students
Guadalupe Aurora Maldonado Berea et al.
RIED-REVISTA IBEROAMERICANA DE EDUCACION A DISTANCIA (2019)
Projection of the Flipped Learning Methodology in the Teaching Staff of Cross-Border Contexts
Jesus Lopez Belmonte et al.
JOURNAL OF NEW APPROACHES IN EDUCATIONAL RESEARCH (2019)
The Influence of Teachers' Professional Development Activities on the Factors Promoting ICT Integration in Primary Schools in Mongolia
Shengru Li et al.
EDUCATION SCIENCES (2019)
Content creation and flipped learning: a necessary pairing for education in the new millennium
Jesus Lopez Belmonte et al.
REVISTA ESPANOLA DE PEDAGOGIA (2019)
Teaching though ICT in Obligatory Secundary Education. Analysis of online teaching tools
Maria Dolores Alvarez-Rodriguez et al.
RED-REVISTA DE EDUCACION A DISTANCIA (2019)
Efficacy of the Flipped Classroom Method at the University: Meta-Analysis of Impact Scientific Production
Tomas Sola Martinez et al.
REICE-REVISTA IBEROAMERICANA SOBRE CALIDAD EFICACIA Y CAMBIO EN EDUCACION (2019)
Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction
Nannan Xi et al.
INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2019)
A review of Ubiquitous Learning
Carmen Ines Baez Perez et al.
RIED-REVISTA IBEROAMERICANA DE EDUCACION A DISTANCIA (2019)
Young people learning from digital media outside of school: The informal meets the formal
Sara Pereira et al.
COMUNICAR (2019)
Translation and validation of the Gameful Experience Scale (GAMEX)
Ma Elena Parra-Gonzalez et al.
BORDON-REVISTA DE PEDAGOGIA (2019)
Effects of video-based flipped class instruction on subject reading motivation
Wai S. Tse et al.
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY (2019)
The Impact of Flipped Learning on Cooperative and Competitive Mindsets
Jung Eon Kwon et al.
SUSTAINABILITY (2018)
The technological scenarios in Augmented Reality (AR): educational possibilities in university studies
Julio Cabero Almenara et al.
AULA ABIERTA (2018)
Effect of Physical Education and Play Applications on School Social Behaviors of Mild-Level Intellectually Disabled Children
Atike Yilmaz et al.
EDUCATION SCIENCES (2018)
Gamification and transmedia for scientific promotion and for encouraging scientific careers in adolescents
Antonio Perez-Manzano et al.
COMUNICAR (2018)
Flipping to engage students: Instructor perspectives on flipping large enrolment courses
Aliye Karabulut-Ilgu et al.
AUSTRALASIAN JOURNAL OF EDUCATIONAL TECHNOLOGY (2018)
Happiness Inventors: Informing Positive Computing Technologies Through Participatory Design With Children
Svetlana Yarosh et al.
JOURNAL OF MEDICAL INTERNET RESEARCH (2017)
Discriminant Validity Assessment: Use of Fornell & Larcker criterion versus HTMT Criterion
M. R. Ab Hamid et al.
1ST INTERNATIONAL CONFERENCE ON APPLIED & INDUSTRIAL MATHEMATICS AND STATISTICS 2017 (ICOAIMS 2017) (2017)
Flipped classroom. Keys for its implementation
Jose Sanchez Rodriguez et al.
EDMETIC (2017)
Use of the flipped classroom instructional model in higher education: instructors' perspectives
Taotao Long et al.
JOURNAL OF COMPUTING IN HIGHER EDUCATION (2017)
Exploring relationships among TPACK constructs and ICT achievement among trainee teachers
Myint Swe Khine et al.
EDUCATION AND INFORMATION TECHNOLOGIES (2017)
The impact of a flipped classroom design on learning performance in higher education: Looking for the best blend of lectures and guiding questions with feedback
Ngoc Thuy Thi Thai et al.
COMPUTERS & EDUCATION (2017)
Using the flipped classroom to enhance EFL learning
Jun Scott Chen Hsieh et al.
COMPUTER ASSISTED LANGUAGE LEARNING (2017)
Flipped Learning, Flipped Satisfaction, Getting the Balance Right
Rosemary Fisher et al.
TEACHING & LEARNING INQUIRY-THE ISSOTL JOURNAL (2017)
New Techno-Pedagogical Models: Digital Competence in University Students
Almudena Castellanos Sanchez et al.
REVISTA ELECTRONICA DE INVESTIGACION EDUCATIVA (2017)
Students' Perceptions of the Value of Using Videos as a Pre-class Learning Experience in the Flipped Classroom
Taotao Long et al.
TECHTRENDS (2016)
Models of educational integration of ICTs in the classroom
Manuel Area-Moreira et al.
COMUNICAR (2016)
Teachers' Attitude towards and Actual Use of Gamification
Jose Marti-Parreno et al.
2ND INTERNATIONAL CONFERENCE ON HIGHER EDUCATION ADVANCES,HEAD'16 (2016)
The effects of flipped instruction on out-of-class study time, exam performance, and student perceptions
Wenliang He et al.
LEARNING AND INSTRUCTION (2016)
Digital games and gamification applied to education
Ruth S. Contreras Espinosa
RIED-REVISTA IBEROAMERICANA DE EDUCACION A DISTANCIA (2016)
The wear out effect of a game-based student response system
Alf Inge Wang
COMPUTERS & EDUCATION (2015)
Gamification in assessment: Do points affect test performance?
Yigal Attali et al.
COMPUTERS & EDUCATION (2015)
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
Michael D. Hanus et al.
COMPUTERS & EDUCATION (2015)
Seamless flipped learning: a mobile technology-enhanced flipped classroom with effective learning strategies
Gwo-Jen Hwang et al.
JOURNAL OF COMPUTERS IN EDUCATION (2015)
Programs for promoting self-regulated learning in higher education: A study of the satisfaction between in-person and virtual methods
Rebeca Cerezo et al.
EUROPEAN JOURNAL OF EDUCATION AND PSYCHOLOGY (2015)
A mobile gamification learning system for improving the learning motivation and achievements
C-H. Su et al.
JOURNAL OF COMPUTER ASSISTED LEARNING (2015)
Motivation and cognitive load in the flipped classroom: definition, rationale and a call for research
Lakmal Abeysekera et al.
HIGHER EDUCATION RESEARCH & DEVELOPMENT (2015)
Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance
Katheryn R. Christy et al.
COMPUTERS & EDUCATION (2014)
Serious Sustainability Challenge Game to Promote Teaching and Learning of Building Sustainability
Hazar Dib et al.
JOURNAL OF COMPUTING IN CIVIL ENGINEERING (2014)
Enjoy and learn with educational games: Examining factors affecting learning performance
Michail N. Giannakos
COMPUTERS & EDUCATION (2013)
Gamifying learning experiences: Practical implications and outcomes
Adrian Dominguez et al.
COMPUTERS & EDUCATION (2013)
A social gamification framework for a K-6 learning platform
Jorge Simoes et al.
COMPUTERS IN HUMAN BEHAVIOR (2013)