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Volumn 125, Issue , 2018, Pages 254-272

Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts

Author keywords

Effects; Engagement; Flipped class; Game elements; Gamification

Indexed keywords

FEEDBACK; PROBLEM SOLVING; QUALITY CONTROL; STUDENTS; TEACHING;

EID: 85048938437     PISSN: 03601315     EISSN: None     Source Type: Journal    
DOI: 10.1016/j.compedu.2018.06.018     Document Type: Article
Times cited : (165)

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