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Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification
16 references·15 citing·41 second hop
Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification (2020)Active and Emerging Methodologies for Ubi…Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Making Learning Fun : A Taxon…Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Does gamification satisfy nee…The impact of a flipped classroom approach on student learning experience (2018)The impact of a flipped class…The impact of a flipped classroom design on learning performance in higher education: Looking for the best “blend” of lectures and guiding questions with feedback (2017)The impact of a flipped class…Discriminant Validity Assessment: Use of Fornell & Larcker criterion versus HTMT Criterion (2017)Discriminant Validity Assessm…Using the flipped classroom to enhance EFL learning (2016)Using the flipped classroom t…Flipped Classroom Research and Trends from Different Fields of Study (2016)Flipped Classroom Research an…Seamless flipped learning: a mobile technology-enhanced flipped classroom with effective learning strategies (2015)Seamless flipped learning: a …The wear out effect of a game-based student response system (2014)The wear out effect of a game…Motivation and cognitive load in the flipped classroom: definition, rationale and a call for research (2014)Motivation and cognitive load…Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…A mobile gamification learning system for improving the learning motivation and achievements (2014)A mobile gamification learnin…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Flip Your Classroom: Reach Every Student in Every Class Every Day (2012)Flip Your Classroom: Reach Ev…A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…From game design elements to gamefulness (2011)From game design elements to …Using technology to make learning fun: technology use is best made fun and challenging to optimize intrinsic motivation and engagement (2023)Using technology to make lear…Exploring the Impact of Gamification Elements in Brand Apps on the Purchase Intention of Consumers (2023)Exploring the Impact of Gamif…Application of Business Simulation Games in Flipped Classrooms to Facilitate Student Engagement and Higher-Order Thinking Skills for Sustainable Learning Practices (2023)Application of Business Simul…Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education (2021)Mixed Assessment of Virtual S…Gamification and flipped learning and their influence on aspects related to the teaching-learning process (2021)Gamification and flipped lear…A Systematic Review of Flipped Learning Approach in Improving Speaking Skills (2021)A Systematic Review of Flippe…Scientific Mapping of Gamification in Web of Science (2020)Scientific Mapping of Gamific…Learning Mathematics with Emerging Methodologies—The Escape Room as a Case Study (2020)Learning Mathematics with Eme…Gamification as a Methodological Complement to Flipped Learning—An Incident Factor in Learning Improvement (2020)Gamification as a Methodologi…Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning (2020)Evaluating Activation and Abs…Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education (2020)Effects on Personal Factors T…Bibliometric and Collaborative Network Analysis on Active Methodologies in Education (2020)Bibliometric and Collaborativ…Application of escape lab-room to heat transfer evaluation for chemical engineers (2020)Application of escape lab-roo…Análisis del pensamiento creativo y niveles de activación del alumno tras una experiencia de gamificación (2020)Análisis del pensamiento crea…Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning (2020)Adapting Competitiveness and …A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)THE PSYCHOLOGY OF PERSONAL CONSTRUCTS (2010)An exploration of online behaviour engagement and achievement in flipped classroom supported by learning management system (2017)Re-designed flipped learning model in an academic course: The role of co-creation and co-regulation (2017)A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement (2018)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)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)What Video Games Have to Teach Us about Learning and Literacy (2004)Developing a Theory of Gamified Learning (2014)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Digital Game-Based Learning (2020)A Theory of Social Comparison Processes (1954)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Intrinsic Motivation and Self-Determination in Human Behavior (1985)A critical review of flipped classroom challenges in K-12 education: possible solutions and recommendations for future research (2017)Flipped classroom improves student learning in health professions education: a meta-analysis (2018)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)The impact of gamification in educational settings on student learning outcomes: a meta-analysis (2020)Flow: The Psychology of Optimal Experience (1991)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Principles and Practice of Structural Equation Modeling (2012)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Green data analytics, blockchain technology for sustainable development, and sustainable supply chain practices: evidence from small and medium enterprises (2021)The role of cognitive and affective responses in the relationship between internal and external stimuli on online impulse buying behavior (2021)Teachers’ AI-TPACK: Exploring the Relationship between Knowledge Elements (2024)The Flipped Classroom (2013)Enhancing Student Engagement Using the Flipped Classroom (2014)The flipped classroom: A review of its advantages and challenges (2018)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Achieving transformative sustainability learning: engaging head, hands and heart (2008)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2012Flip Your Classroom: Reach Every Student in Every Class Every Day3,817 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2014Motivation and cognitive load in the flipped classroom: definition, rationale and a call for research1,854 cited
  • 2017Discriminant Validity Assessment: Use of Fornell & Larcker criterion versus HTMT Criterion1,473 cited
  • 2021Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning907 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
  • 2014A mobile gamification learning system for improving the learning motivation and achievements648 cited
  • 2015Seamless flipped learning: a mobile technology-enhanced flipped classroom with effective learning strategies625 cited
  • 2019Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction622 cited
  • 2014The wear out effect of a game-based student response system594 cited
  • 2016Using the flipped classroom to enhance EFL learning578 cited
  • 2017The impact of a flipped classroom design on learning performance in higher education: Looking for the best “blend” of lectures and guiding questions with feedback

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525 cited
  • 2016Flipped Classroom Research and Trends from Different Fields of Study513 cited
  • 2018The impact of a flipped classroom approach on student learning experience505 cited
  • Cited by

    • 2020Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning121 cited
    • 2020Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education94 cited
    • 2020Learning Mathematics with Emerging Methodologies—The Escape Room as a Case Study92 cited
    • 2021Gamification and flipped learning and their influence on aspects related to the teaching-learning process91 cited
    • 2020Gamification as a Methodological Complement to Flipped Learning—An Incident Factor in Learning Improvement71 cited
    • 2021A Systematic Review of Flipped Learning Approach in Improving Speaking Skills67 cited
    • 2023Application of Business Simulation Games in Flipped Classrooms to Facilitate Student Engagement and Higher-Order Thinking Skills for Sustainable Learning Practices66 cited
    • 2023Exploring the Impact of Gamification Elements in Brand Apps on the Purchase Intention of Consumers65 cited
    • 2023Using technology to make learning fun: technology use is best made fun and challenging to optimize intrinsic motivation and engagement58 cited
    • 2021Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education58 cited
    • 2020Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning57 cited
    • 2020Application of escape lab-room to heat transfer evaluation for chemical engineers50 cited
    • 2020Bibliometric and Collaborative Network Analysis on Active Methodologies in Education49 cited
    • 2020Scientific Mapping of Gamification in Web of Science43 cited
    • 2020Análisis del pensamiento creativo y niveles de activación del alumno tras una experiencia de gamificación42 cited