SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Effects of flipped classrooms integrated with MOOCs and game-based learning on the learning motivation and outcomes of students from different backgrounds
16 references·6 citing·36 second hop
Effects of flipped classrooms integrated with MOOCs and game-based learning on the learning motivation and outcomes of students from different backgrounds (2018)Effects of flipped classrooms integrated …Digital Game-Based Learning (2020)Digital Game-Based LearningA self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course (2016)A self-regulated flipped clas…The experience of three flipped classrooms in an urban university: an exploration of design principles (2014)The experience of three flipp…Case Studies and the Flipped Classroom (2013)Case Studies and the Flipped …Flip Your Classroom: Reach Every Student in Every Class Every Day (2012)Flip Your Classroom: Reach Ev…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Digital game-based learning (2003)Digital game-based learningInverting the Classroom: A Gateway to Creating an Inclusive Learning Environment (2000)Inverting the Classroom: A Ga…Rethinking Transfer: A Simple Proposal with Multiple Implications (1999)Rethinking Transfer: A Simple…Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …A Manual for the Use of the Motivated Strategies for Learning Questionnaire (MSLQ). (1991)A Manual for the Use of the M…Motivational and self-regulated learning components of classroom academic performance. (1990)Motivational and self-regulat…Beyond IQ: A Triarchic Theory of Human Intelligence (1986)Beyond IQ: A Triarchic Theory…Essentials of Educational Measurement (1980)Essentials of Educational Mea…The Journal of College Science Teaching (1971)The Journal of College Scienc…E-learning platforms in ideological and political education at universities: students’ motivation and learning performance (2024)E-learning platforms in ideol…Cognitive load as a mediator in self-efficacy and English learning motivation among vocational college students (2024)Cognitive load as a mediator …Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics (2023)Practices, purposes and chall…The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions (2021)The Effects of Gamified Flipp…The effect of the flipped classroom model on Iranian English foreign language learners: Engagement and motivation in English language grammar (2021)The effect of the flipped cla…Predicting student translators’ performance in machine translation post-editing: interplay of self-regulation, critical thinking, and motivation (2020)Predicting student translator…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Seven Principles for Good Practice in Undergraduate Education (1989)Motivation and cognitive load in the flipped classroom: definition, rationale and a call for research (2014)The use of flipped classrooms in higher education: A scoping review (2015)The Flipped Classroom: A Survey of the Research (2020)Toward a Theory of Intrinsically Motivating Instruction* (1981)Expectancies, values and academic behaviors (1983)Development of a Structured Interview for Assessing Student Use of Self-Regulated Learning Strategies (1986)Classrooms: Goals, structures, and student motivation. (1992)Motivational Beliefs, Values, and Goals (2002)School Engagement: Potential of the Concept, State of the Evidence (2004)Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology (2000)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Identity construction on Facebook: Digital empowerment in anchored relationships (2008)A triangular theory of love. (1986)Intelligence: Knowns and unknowns. (1996)Beyond Big and Little: The Four C Model of Creativity (2009)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)The Flipped Classroom (2013)Enhancing Student Engagement Using the Flipped Classroom (2014)The flipped classroom: A review of its advantages and challenges (2018)Achievement goals, study strategies, and exam performance: A mediational analysis. (1999)Handbook of Motivation at School (2009)Measuring emotions in students’ learning and performance: The Achievement Emotions Questionnaire (AEQ) (2010)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)Digital Natives, Digital Immigrants Part 1 (2001)Foundations of Game-Based Learning (2015)
this work references cited by second hop

References

  • 1990Motivational and self-regulated learning components of classroom academic performance.8,318 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 2012Flip Your Classroom: Reach Every Student in Every Class Every Day3,817 cited
  • 1971The Journal of College Science Teaching3,332 cited
  • 1991A Manual for the Use of the Motivated Strategies for Learning Questionnaire (MSLQ).3,259 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1986Beyond IQ: A Triarchic Theory of Human Intelligence2,866 cited
  • 2000Inverting the Classroom: A Gateway to Creating an Inclusive Learning Environment2,780 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 1980Essentials of Educational Measurement1,481 cited
  • 1999Rethinking Transfer: A Simple Proposal with Multiple Implications1,409 cited
  • 2013Case Studies and the Flipped Classroom1,179 cited
  • 2014The experience of three flipped classrooms in an urban university: an exploration of design principles

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

934 cited
  • 2016A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course826 cited
  • Cited by

    • 2021The effect of the flipped classroom model on Iranian English foreign language learners: Engagement and motivation in English language grammar78 cited
    • 2024E-learning platforms in ideological and political education at universities: students’ motivation and learning performance58 cited
    • 2023Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics54 cited
    • 2021The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions48 cited
    • 2020Predicting student translators’ performance in machine translation post-editing: interplay of self-regulation, critical thinking, and motivation40 cited
    • 2024Cognitive load as a mediator in self-efficacy and English learning motivation among vocational college students27 cited