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Shaping the Future of Education, Communication and Technology

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Cover of 'Shaping the Future of Education, Communication and Technology'

Table of Contents

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    Book Overview
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    Chapter 1 Understanding the Effect of Gamification of Learning Using Flow Theory
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    Chapter 2 Why Students Multitask: Toward a Comprehensive Understanding
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    Chapter 3 The Strategic Orientation of High-Quality Development of Higher Continuing Education in China
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    Chapter 4 A Review of Deep Learning in the Last 3 Years
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    Chapter 5 Intervention Design Model and Its Application of Blended Collaborative Learning Design Research
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    Chapter 6 Using Digital Badges and Leader-Boards in Primary School Math Lessons: Beneficial or Merely New Wine in Old Bottles ?
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    Chapter 7 To Assess a Gamified 5E Flipped Learning Platform’s Effectiveness in Promoting Student Learning and Achievement in Physics: A Design-Based Research
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    Chapter 8 Learning English as a Foreign Language through Social Media: Perspectives from Hong Kong Adolescents
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    Chapter 9 Monitoring the Learning Process to Enhance Motivation by Means of Learning by Discovery Using Facebook
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    Chapter 10 Applying Narrative Technique and Student-Generated Media to Promote Critical Thinking and Student Agency for Online Learners
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    Chapter 11 Investigating the Effects of Web-Based Instant Response System on Learning and Teaching in Pre-service Teacher Courses
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    Chapter 12 OER and FOSS: Catalysts for Innovation in Online Education
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    Chapter 13 Faculty Perceived Functionality of Learning Management System: Development and Validation of a Scale
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    Chapter 14 Visual Analysis Method of Online Learning Path Based on Eye Tracking Data
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    Chapter 15 In the Age of Misinformation: The Importance of Information Literacy
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    Chapter 16 Language and Media Usage Influence How Chinese Adolescents Form Their Identities and Purchasing Behavior
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    Chapter 17 Young Adult’s Attitude of Using Dating Apps
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    Chapter 18 Understanding the Public Opinion Through Analysing from the MTR Breakdown on 16th October 2018
Attention for Chapter 7: To Assess a Gamified 5E Flipped Learning Platform’s Effectiveness in Promoting Student Learning and Achievement in Physics: A Design-Based Research
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Citations

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Readers on

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38 Mendeley
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Chapter title
To Assess a Gamified 5E Flipped Learning Platform’s Effectiveness in Promoting Student Learning and Achievement in Physics: A Design-Based Research
Chapter number 7
Book title
Shaping the Future of Education, Communication and Technology
Published by
Springer, Singapore, January 2019
DOI 10.1007/978-981-13-6681-9_7
Book ISBNs
978-9-81-136680-2, 978-9-81-136681-9
Authors

Kar Hei Lai, Hew Khe Foon

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 38 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 38 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 4 11%
Lecturer 3 8%
Student > Ph. D. Student 3 8%
Researcher 2 5%
Student > Bachelor 1 3%
Other 3 8%
Unknown 22 58%
Readers by discipline Count As %
Social Sciences 4 11%
Computer Science 2 5%
Chemistry 2 5%
Physics and Astronomy 2 5%
Mathematics 1 3%
Other 4 11%
Unknown 23 61%