# 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

**Wikidata**: [openalex:W3205525189](https://www.wikidata.org/wiki/openalex:W3205525189)  
**Source**: https://4ort.xyz/entity/effects-of-gamified-interactive-e-books-on-students-flipped-learning-performance-motivation-and-meta-cognition-tendency-
