Creative Education

Creative Education

ISSN Print: 2151-4755
ISSN Online: 2151-4771
www.scirp.org/journal/ce
E-mail: ce@scirp.org
"The Flipped Classroom Experience of Gamified"
written by Tae Matsumoto,
published by Creative Education, Vol.7 No.10, 2016
has been cited by the following article(s):
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[1] Effects of Situation-Based Flipped Learning and Gamification as Combined Methodologies in Psychiatric Nursing Education: A Quasi-Experimental Study
Healthcare, 2022
[2] Gamification in English as Second Language Learning in Secondary Education Aged Between 11-18: A Systematic Review Between 2013-2020
International Journal of Game-Based Learning …, 2022
[3] The Influence of Gamification in Education: Possibilities, Regulation and Concerns
International Conference in …, 2022
[4] From flipped classroom to personalised learning as an innovative teaching methodology in the area of sports management in Physical Activity and Sport Sciences
Guerrero, MJ Maciá-Andreu… - Sustainability, 2022
[5] The Effect of Gamified Flipped Classroom on Vocabulary Learning of Primary School Students in a Private School in Turkey: Students and Teachers' Experiences
Kaban - Annual Conference of European Distance and E …, 2022
[6] Impacto de una experiencia Flipped Classroom en las percepciones sobre el aprendizaje del alumnado de Ciencias de la Actividad Física y el Deporte
Espiral. Cuadernos del …, 2022
[7] Gamizoo: una propuesta de material docente para clases prácticas de Zoología
Revista Docência do …, 2021
[8] Structure-preserving marker-particle discretizations of Coulomb collisions for particle-in-cell codes
Plasma Physics and Controlled Fusion, 2021
[9] Le rôle du processus cognitif entrainé et des éléments de jeu dans l'efficacité de l'entrainement cognitif
2021
[10] Using gamification in EFL vocabulary learning and learners' attitudes toward gamification use
2021
[11] Developing the instructional process in the layered flipped learning model for secondary school English courses
2021
[12] Evaluation of the Learning Models Using Multi-criteria Decision Making Theory
2021
[13] Türkiye'de ters yüz edilmiş öğrenme ile ilgili yapılan lisansüstü tezlerin tematik, metodolojik ve istatiksel açıdan incelenmesi
2021
[14] BASAMAKLANDIRILMIŞ TERS YÜZ ÖĞRENME MODELİ ÖĞRETİM SÜRECİNİN GELİŞTİRİLMESİ
2020
[15] Basamaklandırılmış ters yüz öğrenme modeli öğretim sürecinin geliştirilmesi
2020
[16] Teaching Principles of Programming without ICT: Sharing Experiences on the Design of A Board Game
2019
[17] BRANDING OF UNIVERSITY ATTRIBUTES PROMOTING HIGHER EDUCATION INSTITUTIONS TO BE POSITIVELY DIFFERENT FROM COMPETITORS
2019
[18] The Designed Gamification Application Architecture and Elements for a C# Programming Course
2019
[19] A Gamification Approach for the Development of Computational Thinking Skills
2019
[20] Study of RFID Board Game Cloud Computing System
2019
[21] The effects of gamified flipped classroom application on learning english vocabulary for Thai university students in EFL context
2019
[22] E-učionica kao inovativni model interaktivnog učenja u razrednoj nastavi
2018
[23] Oyunlaştırılmış tersyüz sınıf modeline yönelik öğrenci görüşleri
2017
[24] The effects of the gamified flipped classroom environment (GFCE) on students' motivation, learning achievements and perception in a physics course
Quality & Quantity, 2017
[25] Gamified as a strategy to enhance e-learning
ICERI2017 Proceedings, 2017
[26] The Fusion of College English Flipping Class and Traditional Class--On the Degree of Class-Flipping
2016
[27] STUDENTS'EXPERIENCES AND CHALLENGES OF LEARNING ENGLISH GRAMMAR THROUGH FLIPPED CLASSROOM AND GAMIFICATION
2016
[28] The Application and Innovation of Flipped Classroom in the Teaching Management of Colleges and Universities under the Background of" MOOC
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