Pengaruh Flipped Classroom Beraktivitas Gamifikasi Tradisional Terhadap Self Regulated Learning Pada Pembelajaran Pemrograman Visual
Learning visual programming requires a strategy that is effective and motivates students. Flipped classroom with gamification activities can be a solution to this problem. Gamification is characterized by the use of game elements in a non-game context that aims to engage and motivate students. The i...
Uloženo v:
| Hlavní autoři: | , , |
|---|---|
| Médium: | Artigo |
| Jazyk: | Indonésio |
| Vydáno: |
Universitas Negeri Malang
2023-02-01
|
| Edice: | Jurnal Kajian Teknologi Pendidikan |
| Témata: | |
| On-line přístup: | https://journal2.um.ac.id/index.php/jktp/article/view/37282 |
| Tagy: |
Žádné tagy, Buďte první, kdo vytvoří štítek k tomuto záznamu!
|
