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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Bibliographic Details
Published in:Jurnal Kajian Teknologi Pendidikan
Main Authors: Moh Hadihabibi, Punaji Setyosari, Yerry Soepriyanto
Format: Article
Language:Indonesian
Published: Universitas Negeri Malang 2023-02-01
Subjects:
Online Access:https://journal2.um.ac.id/index.php/jktp/article/view/37282