Gamified metacognitive prompts in a higher education flipped classroom.
Annique SmithDaniel Fernández GaleoteNikoletta Zampeta LegakiJuho HamariPublished in: MindTrek (2023)
Keyphrases
- higher education
- technology enhanced
- learning environment
- blended learning
- online learning
- formative assessment
- e learning
- mental models
- online education
- distance learning
- learning technologies
- learning outcomes
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- hong kong
- learning activities
- mobile learning
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- open university
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- virtual classroom
- project based learning
- hybrid learning
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- m learning
- learning in higher education
- web based teaching
- professional development
- higher education institutions
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- control group
- instructional strategies
- game based learning
- problem based learning
- open educational resources
- teaching learning
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- online teaching
- networked learning
- educational technology
- distance education