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Analysis of the Use and Integration of the Flipped Learning Model, Project-Based Learning, and Gamification Methodologies by Secondary School Mathematics Teachers
16 references·3 citing·47 second hop
Analysis of the Use and Integration of the Flipped Learning Model, Project-Based Learning, and Gamification Methodologies by Secondary School Mathematics Teachers (2021)Analysis of the Use and Integration of th…The Project Method (1918) (2020)The Project Method (1918)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The impact of gamification on…Facilitating student engagement through the flipped learning approach in K-12: A systematic review (2020)Facilitating student engageme…Effect of the flipped classroom on the mathematics performance of middle school students (2020)Effect of the flipped classro…Revisiting the effects of project-based learning on students’ academic achievement: A meta-analysis investigating moderators (2019)Revisiting the effects of pro…How does learner-centered education affect teacher self-efficacy? The case of project-based learning in Korea (2019)How does learner-centered edu…Exploring the impact of gamification on student engagement and involvement with e-learning systems (2019)Exploring the impact of gamif…A collaborative working model for enhancing the learning process of science & engineering students (2019)A collaborative working model…Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Investigating the effects of …Higher education dominance and siloed knowledge: a systematic review of flipped classroom research (2018)Higher education dominance an…Embodied cognition and its significance for education (2018)Embodied cognition and its si…A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement (2018)A comparison of flipped learn…Inverting the Linear Algebra Classroom (2014)Inverting the Linear Algebra …Disrupting Ourselves: The Problem of Learning in Higher Education. (2012)Disrupting Ourselves: The Pro…Technology and Mathematics Education: A Multidimensional Study of the Evolution of Research and Innovation (2003)Technology and Mathematics Ed…Inverting the Classroom: A Gateway to Creating an Inclusive Learning Environment (2000)Inverting the Classroom: A Ga…Investigating the influence of gamification on motivation and learning outcomes in online language learning (2024)Investigating the influence o…A systematic literature review of ICT integration in secondary education: what works, what does not, and what next? (2023)A systematic literature revie…Brazilian and Spanish Mathematics Teachers’ Predispositions towards Gamification in STEAM Education (2021)Brazilian and Spanish Mathema…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)Software survey: VOSviewer, a computer program for bibliometric mapping (2009)Flip Your Classroom: Reach Every Student in Every Class Every Day (2012)Are first year students ready for a flipped classroom? A case for a flipped learning continuum (2019)Integrating students’ perspectives about online learning: a hierarchy of factors (2020)Flipped classrooms in higher education during the COVID-19 pandemic: findings and future research recommendations (2022)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)Gamification of in‐class activities in flipped classroom lectures (2020)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Designing and Conducting Mixed Methods Research (2007)Gamification in Education: Why, Where, When, and How?—A Systematic Review (2023)Using gamification to support learning in K‐12 education: A systematic literature review (2023)Statistical Methods for Meta-Analysis (1988)Introduction to Meta‐Analysis (2009)Introduction to Meta‐Analysis (2021)Project-based learning and its effectiveness: evidence from Slovakia (2021)The key characteristics of project-based learning: how teachers implement projects in K-12 science education (2022)The Effects of Problem-Based, Project-Based, and Case-Based Learning on Students’ Motivation: a Meta-Analysis (2024)Rules of Play: Game Design Fundamentals (2003)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Adaptive gamification in E‐learning: A literature review and future challenges (2021)Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms (2022)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)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration (2009)Facilitating Student Engagement Through Educational Technology: Towards a Conceptual Framework (2019)Transitioning to the “new normal” of learning in unpredictable times: pedagogical practices and learning performance in fully online flipped classrooms (2020)Emergency remote learning during COVID-19 crisis: Students’ engagement (2021)Mind in Society: The Development of Higher Psychological Processes (1978)Content Analysis: An Introduction to its Methodology. (1984)Content Analysis: An Introduction to Its Methodology (2019)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Gamification in Science Education. A Systematic Review of the Literature (2021)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)To Use Their Minds Well: Investigating New Forms of Student Assessment (1991)Curriculum integration: designing the core of democratic education (1998)Problem-Based and Project-Based Learning in Engineering Education (2014)Social Sustainability and Transformation in Higher Educational Settings: A Utopia or Possibility? (2020)The Future of Embodied Design for Mathematics Teaching and Learning (2020)A Study of Multi-Sensory Experience and Color Recognition in Visual Arts Appreciation of People with Visual Impairment (2021)
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References

  • 2000Inverting the Classroom: A Gateway to Creating an Inclusive Learning Environment2,780 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence963 cited
  • 2019Revisiting the effects of project-based learning on students’ academic achievement: A meta-analysis investigating moderators762 cited
  • 2020The Project Method (1918)438 cited
  • 2018Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement405 cited
  • 2020Facilitating student engagement through the flipped learning approach in K-12: A systematic review380 cited
  • 2018A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement295 cited
  • 2018Embodied cognition and its significance for education272 cited
  • 2019Exploring the impact of gamification on student engagement and involvement with e-learning systems258 cited
  • 2018Higher education dominance and siloed knowledge: a systematic review of flipped classroom research225 cited
  • 2014Inverting the Linear Algebra Classroom172 cited
  • 2003Technology and Mathematics Education: A Multidimensional Study of the Evolution of Research and Innovation156 cited
  • 2020Effect of the flipped classroom on the mathematics performance of middle school students152 cited

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  • 2019A collaborative working model for enhancing the learning process of science & engineering students148 cited
  • 2019How does learner-centered education affect teacher self-efficacy? The case of project-based learning in Korea136 cited
  • 2012Disrupting Ourselves: The Problem of Learning in Higher Education.133 cited
  • Cited by

    • 2023A systematic literature review of ICT integration in secondary education: what works, what does not, and what next?68 cited
    • 2021Brazilian and Spanish Mathematics Teachers’ Predispositions towards Gamification in STEAM Education58 cited
    • 2024Investigating the influence of gamification on motivation and learning outcomes in online language learning55 cited