Twitter as a teaching practice to enhance active and informal learning in higher education: The case of sustainable tweets

Author: Kassens-Noor, E. | Source: Active Learning in Higher Education | Year: 2012

Using online lectures to make time for active learning

Author: Prunuske, A. J., Batzli, J., Howell, E. and Miller, S. | Source: Genetics | Year: 2012

Using online video to support student learning and engagement

Author: Sherer, P. and Shea, T. | Source: College Teaching | Year: 2011

Validity of student ratings of instruction: What we know and what we do not

Author: Abrami, P. C., Silvia d’Apollonia and Cohen, P. A. | Source: Journal of Educational Psychology | Year: 1990

Gamification effects on motivation and learning: Application to primary and college students.

Author: Papp, T. A. | Source: International Journal for Cross-Disciplinary Subjects in Education (IJCDSE) | Year: 2017

Gamified learning in higher education: A systematic review of the literature.

Author: Subhash, S. and Cudney, E. A. | Source: Computers in Human Behavior | Year: 2018

Gamification in the wild: Faculty perspectives on gamifying learning in higher education.

Author: Hung, A., Zarco, E., Yang, M., Dembicki, D. and Kase, M. | Source: Issues and Trends in Educational Technology | Year: 2017

Persuasive games: The expressive power of videogames.

Author: Wright, W. and Bogost, I. | Source: Mit Press | Year: 2007

Digital game-based learning: It’s not just the digital natives who are restless.

Author: Van Eck, R. | Source: Educase Review | Year: 2006