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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...

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Bibliografske podrobnosti
Principais autores: Moh Hadihabibi, Punaji Setyosari, Yerry Soepriyanto
Format: Artigo
Jezik:Indonésio
Izdano: Universitas Negeri Malang 2023-02-01
Serija:Jurnal Kajian Teknologi Pendidikan
Teme:
Online dostop:https://journal2.um.ac.id/index.php/jktp/article/view/37282
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