Publication | Closed Access
Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts
246
Citations
53
References
2018
Year
Student OutcomeStem EducationTheory-driven Gamification ModelPerformance StudiesStudent LearningEducationStudent-centered LearningLearning EnvironmentOut-of-class Activity CompletionHigher EducationBlended Learning
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