FLIPPED CLASSROOM USING GAMIFICATION

被引:0
|
作者
Matsumoto, Tae [1 ]
机构
[1] Kanto Gakuin Univ, Yokohama, Kanagawa, Japan
关键词
e-Learning; Gamification; Motivation; Flipped Classroom;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The flipped classroom is an inverted version of the traditional learning model. In the flipped classroom, instructors typically assign recorded video lectures as homework, and use class time for active learning exercises and direct engagement with students. This strategy yields a number of benefits to both learner and teacher. On the one hand, the flipped classroom is still at the early stage in Japan. As a reason for this might be the lack of good quality electronic learning materials and teaching method. This paper presents a review of an instructional design framework of "flipped classroom on the basis of gamification". Purpose of using gamification is to try supporting self-learning motivation effectively. Recently, growing attention has been paid to game-informed education. Gamification is one form of the above game-informed education. Gamification is a new coinage. We use of game design elements in non-game contexts. It means an implementation and use of game design elements and techniques. However, it is necessary to consider uses of gamification according to the varying needs of learners. Furthermore, usefulness of gamification is shown in some studies. However, gamification is not necessarily beneficial for all learners. Therefore, "flipped classroom based on gamification" is helpful in improving learners' understanding level and motivation.
引用
收藏
页码:4662 / 4665
页数:4
相关论文
共 50 条
  • [31] Effects of the Gamification Supported Flipped Classroom Model on the Attitudes and Opinions Regarding Game-Coding Education
    Ozer, Hasan Huseyin
    Kanbul, Sezer
    Ozdamli, Fezile
    INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, 2018, 13 (01): : 109 - 123
  • [32] Effect of the Flipped Classroom and Gamification Methods in the Development of a Didactic Unit on Healthy Habits and Diet in Primary Education
    Gomez-Garcia, Gerardo
    Marin-Marin, Jose Antonio
    Romero-Rodriguez, Jose-Maria
    Ramos Navas-Parejo, Magdalena
    Rodriguez Jimenez, Carmen
    NUTRIENTS, 2020, 12 (08) : 1 - 15
  • [33] Application of innovative teaching-learning methodologies in the classroom. Coaching, flipped-classroom and gamification. A case study of success
    Gomez-Ejerique, C.
    Lopez-Cantos, F.
    MULTIDISCIPLINARY JOURNAL FOR EDUCATION SOCIAL AND TECHNOLOGICAL SCIENCES, 2019, 6 (01): : 46 - 70
  • [34] Comparison of education using the flipped class, gamification and gamification in the flipped learning environment on the performance of nursing students in a client health assessment: a randomized clinical trial
    Ghafouri, Raziyeh
    Zamanzadeh, Vahid
    Nasiri, Malihe
    BMC MEDICAL EDUCATION, 2024, 24 (01)
  • [35] Experimenting with Gamification in the Classroom
    Grant, Emanuel S.
    Shankararaman, Venky
    Loong, Jeremy Leck Kian
    2014 IEEE 6TH CONFERENCE ON ENGINEERING EDUCATION (ICEED), 2014, : 79 - 83
  • [36] Flipped classroom questions
    K. I. Afrashtehfar
    R. M. Maatouk
    A. P. G. McCullagh
    British Dental Journal, 2022, 232 : 285 - 285
  • [37] A gamification design for the classroom
    Hitchens, Michael
    Tulloch, Rowan
    INTERACTIVE TECHNOLOGY AND SMART EDUCATION, 2018, 15 (01) : 28 - 45
  • [38] Gamification in the Latin Classroom
    Pike, Moss
    JOURNAL OF CLASSICS TEACHING, 2015, 16 (31) : 1 - 7
  • [39] THE GAMIFICATION PROCESS IN THE CLASSROOM: GAMIFICATION'S EXPERIENCE
    Rodas Alfaya, Leticia
    Garcia Lazaro, Desire
    Tolmos Rodriguez-Pineiro, Piedad
    EDULEARN14: 6TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2014, : 6515 - 6519
  • [40] Using flipped classroom to teach clinical animal reproduction
    Romagnoli, S.
    Serbati, A.
    Lotti, A.
    Coryell, J.
    Taylor, E.
    Felisatti, E.
    REPRODUCTION IN DOMESTIC ANIMALS, 2016, 51 : 134 - 135