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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| Materialtyp: | Artigo |
| Språk: | Indonésio |
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Universitas Negeri Malang
2023-02-01
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| Serie: | Jurnal Kajian Teknologi Pendidikan |
| Ämnen: | |
| Länkar: | https://journal2.um.ac.id/index.php/jktp/article/view/37282 |
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