2018
DOI: 10.1016/j.compedu.2018.07.003
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Students' learning performance and perceived motivation in gamified flipped-class instruction

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Cited by 196 publications
(158 citation statements)
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References 48 publications
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“…Therefore, it can be said that the finding obtained in academic achievement may be the result of the motivation. Additionally, as stated by Zainuddin (2018), it can be said that thanks to the gamified environment, the participants emphasized that they learned new information. Besides academic achievement, the participants in the experimental group stated that they did the activities to obtain the gamification and that they thus developed and reinforced their current knowledge via latent learning.…”
Section: Discussionmentioning
confidence: 86%
“…Therefore, it can be said that the finding obtained in academic achievement may be the result of the motivation. Additionally, as stated by Zainuddin (2018), it can be said that thanks to the gamified environment, the participants emphasized that they learned new information. Besides academic achievement, the participants in the experimental group stated that they did the activities to obtain the gamification and that they thus developed and reinforced their current knowledge via latent learning.…”
Section: Discussionmentioning
confidence: 86%
“…Furthermore, they can work together, be responsible, and help each other in analysing and solving the problems faced in the course of Indonesian Language and Literature Study. Zainuddin says that the authors believe that the study on students' intrinsic motivation has been widely conducted in online community learning or emerging technology [33]. This is a cause of globalization era and free market causes many problems in every context of living [34].…”
Section: Observation Resultsmentioning
confidence: 99%
“…En este sentido, se puede afirmar que los cuatro ítems más destacados por el profesorado experto en Flipped son: "creación de vídeos didácticos" (en la línea del modelo tradicional de aprendizaje inverso), "gamificación y aprendizaje", el de "recursos educativos abiertos" y, finalmente, "herramientas para la creación de cuestionarios de evaluación". La importancia de estos campos ha sido descrita en un buen número de publicaciones científicas, de forma especial el ítem relacionado con el rol de la gamificación en el aprendizaje inverso (Zainuddin, 2018).…”
Section: Discusión Y Conclusionesunclassified