Publication:
Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course

dc.contributor.authorJiahua Zhaoen_US
dc.contributor.authorGwo Jen Hwangen_US
dc.contributor.authorShao Chen Changen_US
dc.contributor.authorQi fan Yangen_US
dc.contributor.authorArtorn Nokkaewen_US
dc.contributor.otherNational Taiwan University of Science and Technologyen_US
dc.contributor.otherNaresuan Universityen_US
dc.contributor.otherFujian Normal Universityen_US
dc.contributor.otherYuan Ze Universityen_US
dc.contributor.otherMahidol Universityen_US
dc.date.accessioned2022-08-04T11:30:18Z
dc.date.available2022-08-04T11:30:18Z
dc.date.issued2021-12-01en_US
dc.description.abstractIt is widely recognized that flipped learning has great potential for enhancing students’ conceptual understanding through the reversed arrangement of before-class learning activities and in-class settings. However, this approach also raises the challenge of students having to obtain the learning content by themselves, especially for abstract concepts such as fractions, where students frequently encounter problems in mathematics education. In this study, we proposed a gamified interactive e-book approach to supporting a flipped mathematics classroom. To evaluate the effectiveness of the proposed approach, a quasi-experimental study was implemented in an elementary school mathematics course. There were three groups: the students who adopted the gamified interactive e-book in the mathematical flipped classroom (the GIEBFL group), the students who learned with conventional flipped learning (the CFL group), and those who learned with traditional instruction (the TI group). The results from a paper-and-pencil test indicated that the GIEBFL students significantly outperformed the CFL and TI students. In addition, the questionnaire of students’ learning motivation showed that the GIEBFL students had better motivation than the CFL and TI students. Also, the GIEBFL students achieved significantly higher meta-cognition tendency than the TI students.en_US
dc.identifier.citationEducational Technology Research and Development. Vol.69, No.6 (2021), 3255-3280en_US
dc.identifier.doi10.1007/s11423-021-10053-0en_US
dc.identifier.issn15566501en_US
dc.identifier.issn10421629en_US
dc.identifier.other2-s2.0-85116988856en_US
dc.identifier.urihttps://repository.li.mahidol.ac.th/handle/20.500.14594/79071
dc.rightsMahidol Universityen_US
dc.rights.holderSCOPUSen_US
dc.source.urihttps://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85116988856&origin=inwarden_US
dc.subjectSocial Sciencesen_US
dc.titleEffects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics courseen_US
dc.typeArticleen_US
dspace.entity.typePublication
mu.datasource.scopushttps://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85116988856&origin=inwarden_US

Files

Collections