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Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course
Research article (Educational Technology Research and Development, 2021) · cited 64× · AI/ML
Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course
Summary
Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course is a scholarly article[1].
Key Facts
Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course's instance of is recorded as scholarly article[2].
References
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APA4ort.xyz Knowledge Graph. (2026). Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course. Retrieved May 24, 2026, from https://4ort.xyz/entity/effects-of-gamified-interactive-e-books-on-students-flipped-learning-performance-motivation-and-meta-cognition-tendency-
MLA“Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course.” 4ort.xyz Knowledge Graph, 4ort.xyz, 24 May. 2026, https://4ort.xyz/entity/effects-of-gamified-interactive-e-books-on-students-flipped-learning-performance-motivation-and-meta-cognition-tendency-.
BibTeX@misc{4ortxyz_effects-of-gamified-interactive-e-books-on-students-flipped-learning-performance-motivation-and-meta-cognition-tendency-_2026, author = {{4ort.xyz Knowledge Graph}}, title = {{Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course}}, year = {2026}, url = {https://4ort.xyz/entity/effects-of-gamified-interactive-e-books-on-students-flipped-learning-performance-motivation-and-meta-cognition-tendency-}, note = {Accessed: 2026-05-24}}
LLM promptAccording to 4ort.xyz Knowledge Graph (aggregator of Wikidata, Wikipedia, and authoritative open-data sources): Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course — https://4ort.xyz/entity/effects-of-gamified-interactive-e-books-on-students-flipped-learning-performance-motivation-and-meta-cognition-tendency- (retrieved 2026-05-24)