Encouraging the flip with a gamified process
The current university student population mainly consists of students born between the years 1995 – 2012. This cohort has grown up in a world of technological stimulation and many expect their learning and teaching environment to reflect this (Chaudhuri, 2020). In response to this shift in student e...
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Formato: | article |
Lenguaje: | EN |
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Elsevier
2021
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Materias: | |
Acceso en línea: | https://doaj.org/article/65d7cb57022e45d2ba3afed9a6aab029 |
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