Gamified Flipped Classroom Learning Approach: A Case Study of AJ University
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"Gamified Flipped Classroom Learning..." refers background in this paper
...As one of the leading models, the Technology Acceptance Model (TAM) explains the adoption of Information Technology in business, industry, and education [32, 33]....
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...This result also concurs with the findings of the past study findings that mere participation of students in an innovative activity are no guarantee of success of the teaching technique, and imposing new activities not known to students without clear performance learning aim could even prove counterproductive in the progress of students and teachers’ perceptions [28, 23, 7]....
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...This engagement signifies the psychological and physical energy that the student invest for the academic experience [28]....
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