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Clickers in the flipped classroom: bring your own device (BYOD) to promote student learning
16 references·16 citing·33 second hopsampled
Clickers in the flipped classroom: bring your own device (BYOD) to promote student learning (2016)Clickers in the flipped classroom: bring …A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course (2016)A self-regulated flipped clas…The use of flipped classrooms in higher education: A scoping review (2015)The use of flipped classrooms…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …The experience of three flipped classrooms in an urban university: an exploration of design principles (2014)The experience of three flipp…Flipping the classroom for English language learners to foster active learning (2014)Flipping the classroom for En…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …How learning in an inverted classroom influences cooperation, innovation and task orientation (2012)How learning in an inverted c…For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Flip Your Classroom: Reach Every Student in Every Class Every Day (2012)Flip Your Classroom: Reach Ev…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…Blended Learning in Higher Education: Framework, Principles, and Guidelines. (2011)Blended Learning in Higher Ed…Examining the benefits and challenges of using audience response systems: A review of the literature (2009)Examining the benefits and ch…Blended Learning in Higher Education (2007)Blended Learning in Higher Ed…The Journal of College Science Teaching (1971)The Journal of College Scienc…Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis (2024)Kahoot! Game‐based digital le…Use of gamification in English learning in Higher Education: A systematic review (2023)Use of gamification in Englis…Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articles (2022)Gamification in education: A …Use of Kahoot! to keep students’ motivation during online classes in the lockdown period caused by Covid 19 (2021)Use of Kahoot! to keep studen…Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE (2021)Students’ perceptions of Kaho…Game-Based Digital Quiz as a Tool for Improving Students’ Engagement and Learning in Online Lectures (2021)Game-Based Digital Quiz as a …Analysis of Creative Thinking Skills Development under Active Learning Strategies (2021)Analysis of Creative Thinking…The impact of audience response platform Mentimeter on the student and staff learning experience (2020)The impact of audience respon…Promoting pre-class guidance and in-class reflection: A SQIRC-based mobile flipped learning approach to promoting students’ billiards skills, strategies, motivation and self-efficacy (2020)Promoting pre-class guidance …Game-Based Student Response Systems: The Impact of Kahoot in a Chilean Vocational Higher Education EFL Classroom (2020)Game-Based Student Response S…Critical research advancements of flipped learning: a review of the top 100 highly cited papers (2020)Critical research advancement…A systematic review of research on flipped language classrooms: theoretical foundations, learning activities, tools, research topics and findings (2020)A systematic review of resear…A scoping review on flipped classroom approach in language education: challenges, implications and an interaction model (2020)A scoping review on flipped c…Student characteristics and learning and teaching factors predicting affective and motivational outcomes in flipped college classrooms (2019)Student characteristics and l…The effectiveness of the student response system (SRS) in English grammar learning in a flipped English as a foreign language (EFL) class (2018)The effectiveness of the stud…The effects of the gamified flipped classroom environment (GFCE) on students’ motivation, learning achievements and perception in a physics course (2017)The effects of the gamified f…Scoping studies: towards a methodological framework (2005)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Flipped classroom improves student learning in health professions education: a meta-analysis (2018)The flipped classroom: A review of its advantages and challenges (2018)Opinion Paper: “So what if ChatGPT wrote it?” Multidisciplinary perspectives on opportunities, challenges and implications of generative conversational AI for research, practice and policy (2023)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Handbook of Qualitative Research (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Basics of Qualitative Research (3rd ed.): Techniques and Procedures for Developing Grounded Theory (2008)Case Studies and the Flipped Classroom (2013)Flipping the classroom and instructional technology integration in a college-level information systems spreadsheet course (2013)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Gamification of Learning: a Meta-analysis (2019)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)A meta-analysis of blended learning and technology use in higher education: from the general to the applied (2014)What Do We Mean by Blended Learning? (2019)Online Learning and Emergency Remote Teaching: Opportunities and Challenges in Emergency Situations (2020)The Flipped Classroom (2013)Enhancing Student Engagement Using the Flipped Classroom (2014)The Role of Anomalous Data in Knowledge Acquisition: A Theoretical Framework and Implications for Science Instruction (1993)How Does Distance Education Compare With Classroom Instruction? A Meta-Analysis of the Empirical Literature (2004)Matters of care in technoscience: Assembling neglected things (2010)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 2012Flip Your Classroom: Reach Every Student in Every Class Every Day3,817 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 1971The Journal of College Science Teaching3,332 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2015The use of flipped classrooms in higher education: A scoping review2,151 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2007Blended Learning in Higher Education1,659 cited
  • 2012How learning in an inverted classroom influences cooperation, innovation and task orientation1,624 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2011Blended Learning in Higher Education: Framework, Principles, and Guidelines.1,438 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2014The experience of three flipped classrooms in an urban university: an exploration of design principles934 cited
  • 2016A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course826 cited

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2014
Flipping the classroom for English language learners to foster active learning
791 cited
  • 2009Examining the benefits and challenges of using audience response systems: A review of the literature705 cited
  • Cited by

    • 2020A systematic review of research on flipped language classrooms: theoretical foundations, learning activities, tools, research topics and findings125 cited
    • 2020A scoping review on flipped classroom approach in language education: challenges, implications and an interaction model103 cited
    • 2018The effectiveness of the student response system (SRS) in English grammar learning in a flipped English as a foreign language (EFL) class99 cited
    • 2020Promoting pre-class guidance and in-class reflection: A SQIRC-based mobile flipped learning approach to promoting students’ billiards skills, strategies, motivation and self-efficacy99 cited
    • 2022Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articles98 cited
    • 2017The effects of the gamified flipped classroom environment (GFCE) on students’ motivation, learning achievements and perception in a physics course90 cited
    • 2021Use of Kahoot! to keep students’ motivation during online classes in the lockdown period caused by Covid 1978 cited
    • 2021Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE71 cited
    • 2020Critical research advancements of flipped learning: a review of the top 100 highly cited papers71 cited
    • 2020The impact of audience response platform Mentimeter on the student and staff learning experience63 cited
    • 2021Game-Based Digital Quiz as a Tool for Improving Students’ Engagement and Learning in Online Lectures60 cited
    • 2021Analysis of Creative Thinking Skills Development under Active Learning Strategies52 cited
    • 2019Student characteristics and learning and teaching factors predicting affective and motivational outcomes in flipped college classrooms51 cited
    • 2023Use of gamification in English learning in Higher Education: A systematic review45 cited
    • 2024Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis44 cited
    • 2020Game-Based Student Response Systems: The Impact of Kahoot in a Chilean Vocational Higher Education EFL Classroom44 cited