Online Flipped and Gamification Classroom: Risks and Opportunities for the Academic Achievement of Adult Sustainable Learning during COVID-19 Pandemic
Abstract
:1. Introduction
- RQ1. How does the flipped classroom approach impact the academic achievement of adult learners in a fully online environment compared to its traditional counterpart?
- RQ2. How does gamification impact the academic achievement of adult learners in fully online classes compared to a nongamified environment?
2. Literature Review
2.1. Risks and Opportunities for Sustainable Adult Education Programmes during the Pandemic
- Asynchronous online self-study provides prerecorded video lectures, which allow autonomy and flexibility of time for adult learners.
- Synchronous online lectures require the online presence of the teacher and learners simultaneously, which allows learners’ collaborative learning.
2.2. ICT in Education, SDT, and Adult Learning Principles
2.3. ICT-Enabled Integration of the Online Flipped and Gamification Classroom Approaches for Sustainable Adult Education
3. Research Methods
3.1. Participants
3.2. Research Design
3.2.1. The Class Rundown
3.2.2. Online Classroom Session Schedules (RQ1 and RQ2)
3.2.3. Gamification (RQ2)
3.3. Data Collection
3.4. Data Analysis
3.4.1. Quantitative Data
3.4.2. Qualitative Data
4. Results
4.1. Academic Achievement
4.2. Explanation of Academic Achievement Results with Qualitative Data
‘I did not understand why the teacher played games during the online classroom sessions; it wasted our time as it took more time back and forth to clarify (for the details about the knowledge points) with the communications online.’ GOTC-Learner 6.
‘I could not remember how many points or badges we had obtained. Playing games in the online sessions was inappropriate for us, as we are not students in primary or secondary schools.’ (GOFC-Learner 4).
‘I think I needed one more teaching assistant to help in the gamified classes, as it was too difficult to teach, answer, give the students points and badges, and show them the leaderboard during my lectures.’ (Teacher 3).
‘The teachers did not remember to show the students their rankings (of the badges) on the leaderboard. Teacher 3 often forgot to give points and badges, even though the students had given the right answers or proposed new ideas.’ (Teaching Assistant 3).
4.3. Learning Participation
‘I took notes actively and seriously in the online classroom sessions.’ (NOFC-Learner 2).
‘I focused on key and relevant knowledge points as I was afraid of missing important points because we were learning online.’ (NOFC-Learners 5).
‘The voices of various classmates inspired me and stimulated my deep thinking, but sometimes I could not hear very clearly in the online environment.’ (NOFC-Learner 5).
‘I was very focused on the teacher’s teaching, jotted down important notes to discuss with the classmates.’ (NOFC-Learner 3).
‘I wish the teacher could have allowed more time for us to ask questions during the online classroom discussion.’ (GOTC-Learner 1).
‘The time was short in the online classroom sessions; I still have much to ask and learn.’ (GOTC-Learner 3).
‘I didn’t know the other classmates well, as we had never met each other in person. It’s not like learning in a real (physical) classroom where we can exchange ideas and ask each other questions’ (GOTC-Learner 3).
‘I didn’t know what the other classmates were doing, how they progressed in their study…and I found myself lacking momentum to continue the self-studying between the (synchronous) online classroom sessions.’ (GOTC-Learner 6).
‘I didn’t have (the feeling of) belonging to the class, as we just met once a month online for the (synchronous) classroom sessions, and most of the time, we just studied by ourselves alone.’ (NOFC-Learner 5).
‘We need a minimum of 15–20 min of ice-breaking before the online classroom sessions start, as the learners did not know or had not seen each other for more than a month. Although we had shared with them the information of their backgrounds, such as years of working experience, industries and positions, they came to the online classroom sessions as strangers to each other.’ (Teaching Assistant 2).
‘We divided them into small groups during the (synchronous) online classroom sessions, but they were silent or closed their screen windows in the virtual group chatrooms. They only opened their screens and talked when the teacher visited and stayed in the chatroom.’ (Teaching Assistant 3).
‘We did not know how the progress of their learning was; we sent reminders to them to finish the self-study contents and submit their assignments on time, but did not receive their reply or respond (to our reminders).’ (Teaching Assistant 1).
5. Discussion
5.1. Opportunities to Enhance Academic Achievement and Learning Performance
5.2. Additional Support and Teacher Professional Training Needed for Gamification Approaches
5.3. Suggestions of Learning Community and Study Groups in Fully Online Classroom Approaches to Avoid the Risks of Learning Disengagement
5.4. Challenges Encountered and Support Required in Online Classroom Approaches
6. Conclusions
7. Limitations
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
- Yu, K.; Wu, L.; Zhou, L. Research on the Mixed Education Mode for the Safety Engineering Major during the Coronavirus (COVID-19) Epidemic. Int. J. Environ. Res. Public Health 2022, 19, 1967. [Google Scholar] [CrossRef] [PubMed]
- Hays, J.; Reinders, H. Sustainable Learning and Education: A Curriculum for the Future. Int. Rev. Educ. 2020, 66, 29–52. [Google Scholar] [CrossRef]
- Zuppo, C.M. Defining ICT in a Boundaryless World: The Development of a Working Hierarchy. Int. J. Manag. Inf. Technol. 2012, 4, 13–22. [Google Scholar] [CrossRef]
- Pérez-Jorge, D.; del Carmen Rodríguez-Jiménez, M.; Ariño-Mateo, E.; Barragán-Medero, F. The Effect of COVID-19 in University Tutoring Models. Sustainability 2020, 12, 8631. [Google Scholar] [CrossRef]
- Deterding, S. Eudaimonic Design, or: Six Invitations to Rethink Gamification. Available online: https://ssrn.com/abstract=2466374 (accessed on 6 March 2022).
- Ben-Eliyahu, A. Sustainable Learning in Education. Sustainability 2021, 13, 4250. [Google Scholar] [CrossRef]
- Amiti, F. Synchronous and Asynchronous E-Learning. Eur. J. Open Educ. E-Learn. Stud. 2020. [Google Scholar] [CrossRef]
- Tomczyk, Ł.; Fedeli, L. Introduction—On the Need for Research on the Digital Literacy of Current and Future Teachers. Digit. Lit. Teach. 2022. [Google Scholar] [CrossRef]
- Berry, S. Teaching to Connect: Community-Building Strategies for the Virtual Classroom. Online Learn. 2019, 23, 164–183. [Google Scholar] [CrossRef]
- Yang, R. China’s Higher Education during the COVID-19 Pandemic: Some Preliminary Observations. High. Educ. Res. Dev. 2020, 39, 1–5. [Google Scholar] [CrossRef]
- Le, K. Pre-Recorded Lectures, Live Online Lectures, and Student Academic Achievement. Sustainability 2022, 14, 2910. [Google Scholar] [CrossRef]
- Perera, L.; Richardson, P. Students’ Use of Online Academic Resources within a Course Web Site and Its Relationship with Their Course Performance: An Exploratory Study. Account. Educ. 2010, 19, 587–600. [Google Scholar] [CrossRef]
- Baxter, G.; Hainey, T. Remote Learning in the Context of COVID-19: Reviewing the Effectiveness of Synchronous Online Delivery. J. Res. Innov. Teach. Learn. 2022. [Google Scholar] [CrossRef]
- Xie, K.; Debacker, T.K.; Ferguson, C. Extending the Traditional Classroom through Online Discussion: The Role of Student Motivation. J. Educ. Comput. Res. 2006, 34, 67–89. [Google Scholar] [CrossRef]
- Deci, E.L.; Ryan, R.M. Self-Determination Theory. Handb. Theor. Soc. Psychol. 2012, 1, 416–437. [Google Scholar]
- Sailer, M.; Sailer, M. Gamification of In-Class Activities in Flipped Classroom Lectures. Br. J. Educ. Technol. 2020, 52, 75–90. [Google Scholar] [CrossRef]
- Lo, C.K. How Can Flipped Learning Continue in a Fully Online Environment? Lessons Learned during the COVID-19 Pandemic. PRIMUS. 2022. [Google Scholar] [CrossRef]
- Zainuddin, Z.; Farida, R.; Keumala, C.M.; Kurniawan, R.; Iskandar, H. Synchronous Online Flip Learning with Formative Gamification Quiz: Instruction during COVID-19. Interact. Technol. Smart Educ. 2021. [Google Scholar] [CrossRef]
- Liu, J.; Liu, M.; Liang, W. The Dynamic COVID-Zero Strategy in China. China CDC Wkl. 2022, 4, 74–75. [Google Scholar] [CrossRef]
- Polat, H.; Karabatak, S. Effect of Flipped Classroom Model on Academic Achievement, Academic Satisfaction and General Belongingness. Learn. Environ. Res. 2021, 25, 159–182. [Google Scholar] [CrossRef]
- Hsia, L.; Lin, Y.; Hwang, G. A Creative Problem Solving-Based Flipped Learning Strategy for Promoting Students’ Performing Creativity, Skills and Tendencies of Creative Thinking and Collaboration. Br. J. Educ. Technol. 2021, 52, 1771–1787. [Google Scholar] [CrossRef]
- Tomczyk, Ł. Digital Literacy among Students of Pedagogical Faculties in Poland—A Systematic Literature Analysis. Digit. Lit. Teach. 2022, 411–440. [Google Scholar]
- Divjak, B.; Rienties, B.; Iniesto, F.; Vondra, P.; Žižak, M. Flipped Classrooms in Higher Education during the COVID-19 Pandemic: Findings and Future Research Recommendations. Int. J. Educ. Technol. High. Educ. 2022, 19, 1–24. [Google Scholar] [CrossRef] [PubMed]
- Ryan, R.M.; Deci, E.L. Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being. Am. Psychol. 2000, 55, 68–78. [Google Scholar] [CrossRef] [PubMed]
- Niemiec, C.P.; Ryan, R.M. Autonomy, Competence, and Relatedness in the Classroom. Theor. Res. Educ. 2009, 7, 133–144. [Google Scholar] [CrossRef]
- Sergis, S.; Sampson, D.G.; Pelliccione, L. Investigating the Impact of Flipped Classroom on Students’ Learning Experiences: A Self-Determination Theory Approach. Comput. Hum. Behav. 2018, 78, 368–378. [Google Scholar] [CrossRef]
- Lo, C.K.; Hew, K.F. A Comparison of Flipped Learning with Gamification, Traditional Learning, and Online Independent Study: The Effects on Students’ Mathematics Achievement and Cognitive Engagement. Interact. Learn. Environ. 2020, 28, 464–481. [Google Scholar] [CrossRef]
- Pelikan, E.R.; Korlat, S.; Reiter, J.; Holzer, J.; Mayerhofer, M.; Schober, B.; Spiel, C.; Hamzallari, O.; Uka, A.; Chen, J.; et al. Distance Learning in Higher Education during COVID-19: The Role of Basic Psychological Needs and Intrinsic Motivation for Persistence and Procrastination–a Multi-Country Study. PLoS ONE 2021, 16, e0257346. [Google Scholar]
- Chiu, T.K.F. Applying the Self-Determination Theory (SDT) to Explain Student Engagement in Online Learning during the COVID-19 Pandemic. J. Res. Technol. Educ. 2021, 54, S14–S30. [Google Scholar] [CrossRef]
- Abedini, A.; Abedin, B.; Zowghi, D. Adult Learning in Online Communities of Practice: A Systematic Review. Br. J. Educ. Technol. 2021, 52, 1663–1694. [Google Scholar] [CrossRef]
- Tough, A.; Knowles, M.S. Andragogy in Action: Applying Modern Principles of Adult Learning. J. High. Educ. 1985, 56, 707. [Google Scholar] [CrossRef]
- Halpern, R.; Tucker, C. Leveraging Adult Learning Theory with Online Tutorials. Ref. Serv. Rev. 2015, 43, 112–124. [Google Scholar] [CrossRef]
- Woo, Y.; Reeves, T.C. Meaningful Interaction in Web-Based Learning: A Social Constructivist Interpretation. Internet High. Educ. 2007, 10, 15–25. [Google Scholar] [CrossRef]
- Bedrule-Grigoruţă, M.V.; Rusu, M.-L. Considerations about E-Learning Tools for Adult Education. Procedia Soc. Behav. Sci. 2014, 142, 749–754. [Google Scholar] [CrossRef] [Green Version]
- OECD. Education Responses to COVID-19: Embracing Digital Learning and Online Collaboration. Available online: https://read.oecd-ilibrary.org/view/?ref=120_120544-8ksud7oaj2&Title=Education (accessed on 6 March 2022).
- Ma, W.; Luo, Q. Pedagogical Practice and Students’ Perceptions of Fully Online Flipped Instruction during COVID-19. Oxf. Rev. Educ. 2022, 48, 400–420. [Google Scholar] [CrossRef]
- Almalhy, K. Gamification as a Strategy for Enhancing Participation in E-Learning Environments. Hum. Manag. Sci. Sci. J. King Faisal Univ. 2021, 1–9. [Google Scholar] [CrossRef]
- Urh, M.; Vukovic, G.; Jereb, E.; Pintar, R. The Model for Introduction of Gamification into E-Learning in Higher Education. Procedia Soc. Behav. Sci. 2015, 197, 388–397. [Google Scholar] [CrossRef]
- Rincon-Flores, E.G.; Santos-Guevara, B.N. Gamification during Covid-19: Promoting Active Learning and Motivation in Higher Education. Australas. J. Educ. Technol. 2021, 37, 43–60. [Google Scholar] [CrossRef]
- Santos-Villalba, M.J.; Leiva Olivencia, J.J.; Navas-Parejo, M.R.; Benítez-Márquez, M.D. Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study. Sustainability 2020, 12, 8513. [Google Scholar] [CrossRef]
- Hammill, J.; Nguyen, T.; Henderson, F. Encouraging the Flip with a Gamified Process. Int. J. Educ. Res. Open 2021, 2–2, 100085. [Google Scholar] [CrossRef]
- Ashari, H.; Abbas, I.; Abdul-Talib, A.-N.; Mohd Zamani, S.N. Entrepreneurship and Sustainable Development Goals: A Multigroup Analysis of the Moderating Effects of Entrepreneurship Education on Entrepreneurial Intention. Sustainability 2021, 14, 431. [Google Scholar] [CrossRef]
- Navarro-Espinosa, J.A.; Vaquero-Abellán, M.; Perea-Moreno, A.-J.; Pedrós-Pérez, G.; del Pilar Martínez-Jiménez, M.; Aparicio-Martínez, P. Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions. Int. J. Environ. Res. Public Health 2022, 19, 2599. [Google Scholar] [CrossRef] [PubMed]
- Batista, J.; Santos, H.; Marques, R.P. The Use of ICT for Communication between Teachers and Students in the Context of Higher Education Institutions. Information 2021, 12, 479. [Google Scholar] [CrossRef]
- Bredow, C.A.; Roehling, P.V.; Knorp, A.J.; Sweet, A.M. To Flip or Not to Flip? A Meta-Analysis of the Efficacy of Flipped Learning in Higher Education. Rev. Educ. Res. 2021, 91, 003465432110191. [Google Scholar] [CrossRef]
- Guetterman, T.C.; Sakakibara, R.V.; Plano Clark, V.L.; Luborsky, M.; Murray, S.M.; Castro, F.G.; Creswell, J.W.; Deutsch, C.; Gallo, J.J. Mixed Methods Grant Applications in the Health Sciences: An Analysis of Reviewer Comments. PLoS ONE 2019, 14, e0225308. [Google Scholar] [CrossRef]
- Sailer, M.; Hense, J.U.; Mayr, S.K.; Mandl, H. How Gamification Motivates: An Experimental Study of the Effects of Specific Game Design Elements on Psychological Need Satisfaction. Comput. Hum. Behav. 2017, 69, 371–380. [Google Scholar] [CrossRef]
- Chi, M.T.H.; Wylie, R. The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes. Educ. Psychol. 2014, 49, 219–243. [Google Scholar] [CrossRef]
- Al-Zahrani, A.M. From Passive to Active: The Impact of the Flipped Classroom through Social Learning Platforms on Higher Education Students’ Creative Thinking. Br. J. Educ. Technol. 2015, 46, 1133–1148. [Google Scholar] [CrossRef]
- Fredricks, J.A.; Blumenfeld, P.C.; Paris, A.H. School Engagement: Potential of the Concept, State of the Evidence. Rev. Educ. Res. 2004, 74, 59–109. [Google Scholar] [CrossRef]
- Samuel, M.L. Flipped Pedagogy and Student Evaluations of Teaching. Act. Learn. High. Educ. 2019, 22, 146978741985518. [Google Scholar] [CrossRef]
- Sun, J.C.-Y.; Rueda, R. Situational Interest, Computer Self-Efficacy and Self-Regulation: Their Impact on Student Engagement in Distance Education. Br. J. Educ. Technol. 2011, 43, 191–204. [Google Scholar] [CrossRef]
- Field, A. Discovering Statistics Using IBM SPSS Statistics, 5th ed.; Sage Publications: Los Angeles, CA, USA, 2018. [Google Scholar]
- Weisstein, E.W. Bonferroni Correction. Available online: https://mathworld.wolfram.com/BonferroniCorrection.html (accessed on 28 March 2022).
- Sugathan, S.; Jacob, L. Use of Effect Size Measures along with P-Value in Scientific Publications. Borneo Epidemiol. J. 2021, 2, 89–97. [Google Scholar] [CrossRef]
- Creswell, J.W. Qualitative Inquiry & Research Design: Choosing among Five Approaches, 4th ed.; Sage, Cop: Los Angeles, CA, USA, 2018. [Google Scholar]
- Glesne, C. Becoming Qualitative Researchers: An Introduction; Pearson: Boston, MA, USA, 2016. [Google Scholar]
- Maxwell, J.A. Qualitative Research Design: An Interactive Approach, 3rd ed.; Sage Publications: Thousand Oaks, CA, USA, 2013. [Google Scholar]
- Flick, U. Designing Qualitative Research; Sage: Los Angeles, CA, USA; London, UK; New Dehli, India; Singapore; Washington DC, USA; Melbourne, Australia, 2018. [Google Scholar]
- Richard, L.J.; Koch, G.G. The Measurement of Observer Agreement for Categorical Data. Biometrics 1977, 33, 159–174. [Google Scholar]
- Hew, K.F.; Bai, S.; Dawson, P.; Lo, C.K. Meta-Analyses of Flipped Classroom Studies: A Review of Methodology. Educ. Res. Rev. 2021, 33, 100393. [Google Scholar] [CrossRef]
- Pew, S. Andragogy and Pedagogy as Foundational Theory for Student Motivation in Higher Education. InSight J. Sch. Teach. 2007, 2, 14–25. [Google Scholar] [CrossRef]
- Lu, Y.; Hong, X.; Xiao, L. Toward High-Quality Adult Online Learning: A Systematic Review of Empirical Studies. Sustainability 2022, 14, 2257. [Google Scholar] [CrossRef]
- Lytle, J. Building Learning Communities Online: Effective Strategies for the Virtual Classroom—By Rena Palloff and Keith Pratt. Teach. Theol. Relig. 2009, 12, 298–300. [Google Scholar] [CrossRef]
Experimental Approaches | Gamified Online Flipped Class (GOFC) | Nongamified Online Flipped Class (NOFC) | Gamified Online Traditional Class (GOTC) | Research Question and Group Comparison |
---|---|---|---|---|
Flipped | Yes | Yes | No | RQ1: GOFC and GOTC |
Gamified | Yes | No | Yes | RQ2: GOFC and NOFC |
Game Element (RQ2) | Purpose [47] | Award |
---|---|---|
Serve as the granular feedback to encourage the completion of subsequent learning tasks and activities. | For activity groups in the case study sessions, based on their learning tasks and activities. | |
Recognise learners’ social conformity to expected learning behaviour and promote contribution and participation in the learning process. | It is awarded to the activity groups when they proposed innovative ideas or solutions to the case study problems during the case study sessions. | |
Encourage teamwork within an activity group (i.e., intragroup collaborative learning) and healthy intergroup competition in the online classrooms when the learners try to obtain more badges for a prominent position on the leaderboard. | The accumulated number of badges for each activity group would rank and show on the leaderboard. |
Stage | Data | Purpose (RQ Addressed) |
---|---|---|
Synchronous online classroom stage | Class observation reports | Evaluate the learners’ participation level under the three instructional approaches. (RQ1 and RQ2). |
Post-class stage | Learner interviews | Evaluate the learners’ perceived academic achievement and participation level in the three classes. (RQ1 and RQ2). |
Assignment marks | Evaluate the learners’ academic achievement in the three classes. (RQ1 and RQ2). |
Aspect | Sample Question |
---|---|
Behavioural | Did the online classroom format change the way of your study preparation for the module compared to other classes you have attended previously? |
Emotional | Did you find any (most/least) interesting parts while studying for this module online? |
Cognitive | Did you do anything extra to help you learn when studying for this module online? |
(a) Pairwise Comparison of NOFC and GOFC | |||||
---|---|---|---|---|---|
Assignment Marks | N | Mean | SD | Mean Rank | Pairwise Comparison |
NOFC | 24 | 76.39 | 5.50 | 31.23 | NOFC > GOFC * |
GOFC | 25 | 69.55 | 10.25 | 19.02 | |
(b) Pairwise Comparison of NOFC and GOTC | |||||
Assignment Marks | N | Mean | SD | Mean Rank | Pairwise Comparison |
NOFC | 24 | 76.39 | 5.50 | 25.92 | NOFC > GOTC * |
GOTC | 19 | 72.29 | 6.73 | 17.05 |
Theme | Example Quote |
---|---|
Distraction | ‘Teachers should save more time to answer our questions instead of playing games’ (GOTC-Learner 6) |
Excitement/curiosity | ‘It was an exciting and engaging session with fun’ (GOFC-Learner 3) |
Class | Participation Level |
---|---|
GOFC | Active manipulating |
NOFC | Constructive generating |
GOTC | Active manipulating |
Theme | From Learner | From Teacher | From Teaching Assistant | Implication |
---|---|---|---|---|
Dialogue and communication | ‘I need more time to ask questions and understand what the teacher said in the online classroom sessions.’ (GOTC-Learner 2) | ‘Teaching the same instructional contents online took much longer than in-person classrooms.’ (Teacher 2) ‘I needed to speak slowly and elaborate more when teaching online.’ (Teacher 2) | ‘There were often a few seconds delays in the communication between the learners and the teacher.’ (Teaching Assistant 2) ‘The students’ attention was short, and more breaks were needed in the online classroom sessions than in-person classrooms.’ (Teaching Assistant 1) | The need for technological and technical support |
Network and connectivity | ‘My network at home is poor, and it was often disconnected.’ (GOTC-Learner 7) | ‘The teaching was interrupted frequently due to the unstable internet connection, and I often had to repeat when there were disconnections from time to time.’ (Teacher 1) | ‘Both the teacher and some students were “blacked out” from time to time due to network problems.’ (Teaching Assistant 3) | |
Teaching techniques | ‘The teacher speaking on-screen was boring, and I fell asleep during the online classroom sessions.’ (NOFC-Learner 1) ‘I found the teacher did not answer my questions.’ (GOFC-Learner 6) | ‘I needed to handle both the on-screen teaching and behind-the-screen operations such as responding to student messages and re-connecting back to the network if disconnections occurred.’ (Teacher 1) ‘Teaching and presenting online made my teaching load heavy, and I felt exhausted every time after teaching online sessions.’ (Teacher 3) | ‘The teachers often missed or forgot to answer students’ inquiries and questions posted in the virtual chatrooms.’ (Teaching Assistant 3) ‘The teacher often seemed unable to find the appropriate buttons or missed the arrow pointer on the screen while teaching.’ (Teaching Assistant 2) | |
Sense of belonging | ‘I did not experience the feeling of belonging to the class.’ (GOTC-Learner 2) | ‘The students were not very active in discussion with their peers (in comparing to teaching in in-person classrooms).’ (Teacher 3) | ‘The students talked to the teachers but had fewer dialogues with their peers in the online discussion sessions than in in-person classrooms.’ (Teaching Assistant 3) | The need for a learning community and study groups |
Emotion | ‘I was worried about the progress of my learning programme.’ (NOFC-Learner 5) | ‘The students had anxiety and stress when attending the online classroom sessions and were more aggressive in expressing their concerns and worries.’ (Teacher 1) | ‘The students were more prone to complaining.’ (Teaching Assistant 1) |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Ng, L.-K.; Lo, C.-K. Online Flipped and Gamification Classroom: Risks and Opportunities for the Academic Achievement of Adult Sustainable Learning during COVID-19 Pandemic. Sustainability 2022, 14, 12396. https://doi.org/10.3390/su141912396
Ng L-K, Lo C-K. Online Flipped and Gamification Classroom: Risks and Opportunities for the Academic Achievement of Adult Sustainable Learning during COVID-19 Pandemic. Sustainability. 2022; 14(19):12396. https://doi.org/10.3390/su141912396
Chicago/Turabian StyleNg, Lui-Kwan, and Chung-Kwan Lo. 2022. "Online Flipped and Gamification Classroom: Risks and Opportunities for the Academic Achievement of Adult Sustainable Learning during COVID-19 Pandemic" Sustainability 14, no. 19: 12396. https://doi.org/10.3390/su141912396
APA StyleNg, L. -K., & Lo, C. -K. (2022). Online Flipped and Gamification Classroom: Risks and Opportunities for the Academic Achievement of Adult Sustainable Learning during COVID-19 Pandemic. Sustainability, 14(19), 12396. https://doi.org/10.3390/su141912396