共 29 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
- [3] DEVELOPMENT AND IMPLEMENTATION OF INTERACTIVE E-BOOKS IN THE TEACHING-LEARNING PROCESS OF HIGHER EDUCATION STUDENTS 10TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI2017), 2017, : 8701 - 8707
- [7] Using brainwave characteristics for exploring the effect of integrating Graduated-Prompting strategy into interactive e-books on students' learning attention 2018 7TH INTERNATIONAL CONGRESS ON ADVANCED APPLIED INFORMATICS (IIAI-AAI 2018), 2018, : 330 - 333
- [8] Evaluating the Effectiveness of Problem-Based Learning in Enhancing Students' Higher Order Thinking Skills 3RD INTERNATIONAL CONFERENCE ON MATHEMATICS AND SCIENCE EDUCATION (ICOMSE) 2019: STRENGTHENING MATHEMATICS AND SCIENCE EDUCATION RESEARCH FOR THE CHALLENGE OF GLOBAL SOCIETY, 2020, 2215
- [9] Improving Higher Order Thinking Skills and Students' Learning Interest through Problem-Based Learning Model on Literacy PROCEEDINGS OF THE THIRD INTERNATIONAL CONFERENCE OF ARTS, LANGUAGE AND CULTURE (ICALC 2018), 2018, 279 : 346 - 352
- [10] Problem Based Learning as an Active Learning strategy and its impact on academic performance and critical thinking of Medical students REVISTA COMPLUTENSE DE EDUCACION, 2018, 29 (03): : 665 - 681