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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Autores principales: Jackie Hammill, Thinh Nguyen, Fiona Henderson
Formato: article
Lenguaje:EN
Publicado: Elsevier 2021
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Acceso en línea:https://doaj.org/article/65d7cb57022e45d2ba3afed9a6aab029
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