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Dickinson, L. (1995). Autonomy and Motivation: A Literature Review. System, 23, 165-174. http://dx.doi.org/10.1016/0346-251X(95)00005-5

has been cited by the following article:

  • TITLE: Motivation Strategy Using Gamification

    AUTHORS: Tae Matsumoto

    KEYWORDS: E-Learning, Gamification, Motivation, Flipped Classroom

    JOURNAL NAME: Creative Education, Vol.7 No.10, July 13, 2016

    ABSTRACT: The number of university students’ dropouts is increasing rapidly these days in Japan. One of the possible causes is some kinds of problems relating to economic reasons. The other reason, there is a marked decline in the students’ scholastic performance. They are not able to keep up with class work at school. Our recent studies have focused on e-Learning support methods using the Gamification. It is one form of the above game-informed education. So far, we have seen that the student can use the Internet pleasantly and very interestingly. In this paper, we propose the flipped class- room design method using the Gamification. The flipped classroom is at the center of this discus- sion. It is an inverted version of the traditional learning model. It is a new pedagogical method. It is becoming increasingly well known around the University education in Japan. This concept has been put to use in several different fields, one such field being education. It is a type of blended learning. In order to discuss the pros and cons of gamification of education, the authors conducted an experiment and questionnaire using e-Learning with gamification elements for English as foreign language education. The results of this study particularly highlighted the importance of well-designed tutorial, task, interface and feedback for the effective game-based e-Learning. Therefore, “flipped classroom based on gamification” is helpful in improving learners’ understanding level and motivation.