共 19 条
- [1] Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course Educational Technology Research and Development, 2021, 69 : 3255 - 3280
- [2] Effects of gamified interactive e-books on students' flipped learning performance, motivation, and meta-cognition tendency in a mathematics course ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2021, 69 (06): : 3255 - 3280
- [8] Examining Prediction Observation Explanation Method based Interactive e-books in terms of High School Students' Misconceptions, Self-Regulated Learning, Cognitive Engagement EGITIM VE BILIM-EDUCATION AND SCIENCE, 2025, 50 (221): : 121 - 142
- [9] The Impact of a Learning Analytics Based Feedback System on Students' Academic Achievement and Self-Regulated Learning in a Flipped Classroom INTERNATIONAL REVIEW OF RESEARCH IN OPEN AND DISTRIBUTED LEARNING, 2025, 26 (01): : 175 - 196