Using commercial video games in flipped classrooms to support physical concept construction.

Abstract: Based on the flipped‐classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game‐based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classro...

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Detalles Bibliográficos
Publicado en:Journal of Computer Assisted Learning Vol. 34; no. 5; pp. 602 - 615
Autores principales: Ye, S.‐H., Hsiao, T.‐Y., Sun, C.‐T.
Formato: pictorial research tables/charts Journal Article
Publicado: Wiley-Blackwell Oct2018
Acceso en línea:Ver este registro en EBSCOhost