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Chuang Chen; Nurullizam Jamiat; Siti Nazleen Abdul Rabu; Yongchun Mao – Education and Information Technologies, 2024
Gamified interactive e-books can make the learning process more interactive, enjoyable, and personalized by incorporating game elements into the educational content, thus increasing student engagement and retention in the flipped classroom. However, scholars have pointed out that learning with game elements that may lead to poor learning outcomes.…
Descriptors: Grade 6, Mathematics Education, Flipped Classroom, Teaching Methods
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Nieto Moreno de Diezmas, Esther; Dondarza Manzano, Pablo – Digital Education Review, 2016
In this paper the experience of learners during the first phase of the PIPLEP project is explored. PIPLEP is aimed at promoting digital literacy and independent learning with the creation of personal learning environments (PLEs) as the final product. The participants were a group of 17 students enrolled in year 5 of primary school, and the main…
Descriptors: Elementary School Students, Technological Literacy, Independent Study, Student Attitudes