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A comparative study on gamification of the flipped classroom in engineering education to enhance the effects of learning.
Jaechoon Jo
Heeyeon Jun
Heuiseok Lim
Published in:
Comput. Appl. Eng. Educ. (2018)
Keyphrases
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engineering education
learning process
learning tools
learning systems
online learning
engineering design
reinforcement learning
mobile learning
elementary school
artificial intelligence
learning environment
expert systems
teaching methods
learning opportunities
middle school students
computer based instruction