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Subjects: Handheld Devices; Active Learning; Gamification
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Source:
Education and Information Technologies, v27 n9 p12003-12026 Nov 2022.
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Abstract:
This study investigated whether reflective class feedback (RCF) boosts the effectiveness of mobile gamified quizzing in enhancing active learning in higher ... As Provided
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Subjects: Academic Achievement; Student Motivation; Gamification
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Source:
Education and Information Technologies, v27 n9 p12399-12419 Nov 2022.
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Abstract:
This study investigated the actual efficiency of ludicization, ludic metaphorization of educational contexts, by identifying whether it exerted counterproductive effects on learningAs Provided
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Subjects: Flipped Classroom; Computer Games; Teaching Methods
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Source:
Education and Information Technologies, v26 n3 p3327-3346 May 2021.
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Abstract:
Flipped learning is considered an increasingly common strategy along with some drawbacks. Gamification has the significant potential ... As Provided
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Subjects: Educational Trends; Educational Research; Bibliometrics
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Source:
Education and Information Technologies, v27 n8 p11025-11054 Sep 2022.
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Abstract:
Education and Information Technologies (EAIT) has been a leading journal in education & educational research since 1996. To celebrate its 25th anniversary and ... As Provided
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