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Keyphrases
Flipped Classroom
100%
Education in China
100%
Adult Learners
100%
Business Education
100%
Learner Achievement
100%
Learner Engagement
100%
Gamification
100%
Gamified Flipped Classroom
100%
Higher Education
66%
International Business
66%
Learning Achievement
66%
Business Problems
66%
China
33%
Knowledge Application
33%
Flipped Classroom Approach
33%
Copyright
33%
Computers in Education
33%
Knowledge Dissemination
33%
Knowledge Sharing
33%
Self-determination Theory
33%
Traditional Classroom
33%
Survey Interview
33%
Business Schools
33%
Higher Learning
33%
Observation Report
33%
Real-world Problems
33%
Participant Interviews
33%
Psychological Needs
33%
New Pedagogical Approaches
33%
Pre-recorded
33%
Game Theory
33%
Gamified
33%
Instructional Video
33%
Business Programs
33%
Instructional Conditions
33%
Game Design Elements
33%
Learning Engagement
33%
Mixed-methods Approach
33%
Explanatory Sequential Design
33%
Shared Experience
33%
Class Observation
33%
Pedagogical Approaches
33%
Global Chinese
33%
Social Sciences
Flipped Classroom
100%
Gamification
100%
China
100%
Economic Education
100%
Adult Students
75%
Higher Education
50%
Student Achievement
50%
Chinese
25%
Business School
25%
Education
25%
Self-Determination Theory
25%
World Problems
25%
Business Program
25%