Skip to main content
Top

Technology, Knowledge and Learning

Issue 3/2019

Content (11 Articles)

Original research

How Serious Games for Health Enhance Empowerment-Related Patient Education: The Impact of Gender

Gianvito D’Aprile, Maria Beatrice Ligorio, Antonio Ulloa Severino

Original research

Health Care Gamification: A Study of Game Mechanics and Elements

Renee Garett, Sean D. Young

Original research

The Effect of Flipped Classroom on Students’ Engagement

Suwarna Rani Subramaniam, Balakrishnan Muniandy

Original research

Flipping the Economics Class in a Teacher Education Course

Micheal M. Van Wyk

Open Access Original research

Dynamic Software, Task Solving With or Without Guidelines, and Learning Outcomes

Jan Olsson, Carina Granberg

Original research

Flip, Slide, or Swipe? Learning Outcomes from Paper, Computer, and Tablet Flashcards

Kara Sage, Briana Krebs, Rachel Grove

Premium Partners