Xiuhan Li
Datos Biográficos
| ID | 3914864 |
|---|---|
| NOMBRE | Xiuhan Li |
| NOMBRES | Xiuhan |
| APELLIDO | Li |
| FIRMA | LI X |
| AFILIACIONES | Central China Normal University |
| ORCID | 0000-0003-4098-123X |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 10 |
| TOTAL DE CITAS | 0 |
| TOTAL COMO AUTOR | 10 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2018 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 0 |
Effects of Gamified Project-Based Learning on Mathematics Achievement and Motivation
A systematic review on the integration of gamified pedagogy in computer-supported collaborative learning
The integration of gamified learning and collaborative learning has led to the emergence of a growing field known as Gamified Collaborative Learning (GCL), which effectively addresses the challenges associated with students’ lack of motivation and participation in computer-supported collaborative learning (CSCL). In this paper, we conducted a systematic literature review on GCL from 2014 to 2024. This study provides a comprehensive overview of th…
How does gamification bring long-term sustainable effects on children’s learning? Implications from a crossover quasi-experimental study
Crosstalk between autophagy and the Keap1-Nrf2-ARE pathway regulates realgar-induced neurotoxicity
Applying blended synchronous teaching and learning for flexible learning in higher education
Due to the challenges of all-round development, higher-education students are increasingly demanding more flexible learning that goes beyond the on-campus/online dichotomy. However, university students miss learning opportunities because of the conflict of time and space. Blended learning is an effective way to create more learning opportunities and support university students’ flexible learning, but its implementation varies across contexts. Thi…
Fostering low‐achieving students' productive disciplinary engagement through knowledge‐building inquiry and reflective assessment
Supporting productive disciplinary engagement (PDE) in low‐achieving students is an important but challenging goal in education. This study used a knowledge‐building inquiry approach augmented by reflective assessment to facilitate low‐achieving students' PDE. A quasi‐experimental design method was employed to examine the effects of reflective assessment in supporting low‐achieving students' PDE. The experimental class of tenth graders ( n = 20) …
Motivation, Engagement, and Mathematics Achievement
Student motivation and engagement have been complex issues in basic mathematics education. Based on the theory of Motivation and Engagement Wheel, this study examined the relationships among student motivation, engagement, and mathematics achievement. A sample of 1,538 Chinese primary school students participated in the survey, and motivation and engagement were assessed through their responses to the Motivation and Engagement Scale. The results …
Exploring the effects of gamification pedagogy on children’s reading
Gamification is becoming increasingly popular in primary education due to the widespread use of digital technology. However, gamified reading is new, and there is little empirical evidence regarding its effectiveness. The sustainability of the effects of gamification pedagogy is also in doubt as some scholars think that such effects are short‐term and not sustainable. This paper presents the results of three sub‐studies of examining the effects o…
A systematic review of flipped classroom empirical evidence from different fields
Democratic Involvement in Higher Education
Sin obras prominentes en esta página.
Democratic Involvement in Higher Education
A systematic review of flipped classroom empirical evidence from different fields
Exploring the effects of gamification pedagogy on children’s reading
Gamification is becoming increasingly popular in primary education due to the widespread use of digital technology. However, gamified reading is new, and there is little empirical evidence regarding its effectiveness. The sustainability of the effects of gamification pedagogy is also in doubt as some scholars think that such effects are short‐term and not sustainable. This paper presents the results of three sub‐studies of examining the effects o…
Applying blended synchronous teaching and learning for flexible learning in higher education
Due to the challenges of all-round development, higher-education students are increasingly demanding more flexible learning that goes beyond the on-campus/online dichotomy. However, university students miss learning opportunities because of the conflict of time and space. Blended learning is an effective way to create more learning opportunities and support university students’ flexible learning, but its implementation varies across contexts. Thi…
Fostering low‐achieving students' productive disciplinary engagement through knowledge‐building inquiry and reflective assessment
Supporting productive disciplinary engagement (PDE) in low‐achieving students is an important but challenging goal in education. This study used a knowledge‐building inquiry approach augmented by reflective assessment to facilitate low‐achieving students' PDE. A quasi‐experimental design method was employed to examine the effects of reflective assessment in supporting low‐achieving students' PDE. The experimental class of tenth graders ( n = 20) …
Motivation, Engagement, and Mathematics Achievement
Student motivation and engagement have been complex issues in basic mathematics education. Based on the theory of Motivation and Engagement Wheel, this study examined the relationships among student motivation, engagement, and mathematics achievement. A sample of 1,538 Chinese primary school students participated in the survey, and motivation and engagement were assessed through their responses to the Motivation and Engagement Scale. The results …
Crosstalk between autophagy and the Keap1-Nrf2-ARE pathway regulates realgar-induced neurotoxicity
How does gamification bring long-term sustainable effects on children’s learning? Implications from a crossover quasi-experimental study
A systematic review on the integration of gamified pedagogy in computer-supported collaborative learning
The integration of gamified learning and collaborative learning has led to the emergence of a growing field known as Gamified Collaborative Learning (GCL), which effectively addresses the challenges associated with students’ lack of motivation and participation in computer-supported collaborative learning (CSCL). In this paper, we conducted a systematic literature review on GCL from 2014 to 2024. This study provides a comprehensive overview of th…
Effects of Gamified Project-Based Learning on Mathematics Achievement and Motivation
Mathematics education (5 obras) · Psychology (5 obras) · Computer Science (4 obras) · Educational Games and Gamification (4 obras) · Educational technology (4 obras) · Student engagement (4 obras) · Cooperative learning (3 obras) · Higher education (3 obras) · Innovative Teaching and Learning Methods (3 obras) · Pedagogy (3 obras)