Developing an active-learning app to improve critical thinking: item selection and gamification effects

Critical thinking (CT) is widely recognized as an important skill and attitude in this modern world, but few apps (web-based or installed on devices) have been developed to effectively train it. There is also little research on what kind of content to put into such apps and in what order, if the con...

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Autores principales: Kota Jodoi, Nobu Takenaka, Satoru Uchida, Shiina Nakagawa, Narahiko Inoue
Formato: article
Lenguaje:EN
Publicado: Elsevier 2021
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Acceso en línea:https://doaj.org/article/5962284aee6b4eab93579e2bac180701
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