CrossQuestion Game: A Group-Based Assessment for Gamified Flipped Classroom Experience Using the ARCS Model
Author:
Publisher
Bastas Publications
Subject
Management of Technology and Innovation,Education
Link
https://www.cedtech.net/download/crossquestion-game-a-group-based-assessment-for-gamified-flipped-classroom-experience-using-the-arcs-11568.pdf
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2. Asiksoy, G. (2017). The effects of the gamified flipped classroom environment (GFCE) on students’ motivation, learning achievements, and perception in a physics course. Quality & Quantity, 52(S1), 129-145. https://doi.org/10.1007/s11135-017-0597-1
3. Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Engaging engineering students with gamification. In IEEE 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (pp. 1-8). https://doi.org/10.1109/VS-GAMES.2013.6624228
4. Bishop, J., & Verleger, M. A. (2013). The flipped classroom: A survey of the research [Paper presentation]. 2013 ASEE Annual Conference Exposition, Atlanta, Georgia. https://doi.org/10.18260/1-2--22585
5. Chyung, S. Y. (2001). Systematic and systemic approaches to reducing attrition rates in online higher education. American Journal of Distance Education, 15(3), 36-49. https://doi.org/10.1080/08923640109527092
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