Effects of a self-regulated-based gamified interactive e-books on primary students' learning performance and affection in a flipped mathematics classroom
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Publisher
Springer Science and Business Media LLC
Link
https://link.springer.com/content/pdf/10.1007/s10639-024-12789-7.pdf
Reference72 articles.
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2. Alt, D. (2023). Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation. Computers & Education, 200, 104806. https://doi.org/10.1016/j.compedu.2023.104806
3. Awidi, I. T., & Paynter, M. (2019). The impact of a flipped classroom approach on student learning experience. Computers & Education, 128, 269–283. https://doi.org/10.1016/j.compedu.2018.09.013
4. Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322
5. Bai, B., Wang, J., & Zhou, H. (2022). An intervention study to improve primary school students’ self-regulated strategy use in English writing through e-learning in Hong Kong. Computer Assisted Language Learning, 35(9), 2265–2290. https://doi.org/10.1080/09588221.2020.1871030
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