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A Case Study on the use of Gamification in the Flipped Classroom

机译:翻转课堂游戏处理的案例研究

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The present article corresponds to the result of an internship at the Polytechnic Institute of Bragança. After accomplishing a systematic literature review looking for the clarification of the main concepts of gamification and flipped classroom, it was performed a case study which main purpose was to identify and analyze how students react to the use of educational games as diagnostic or formative evaluation. Many tools were evaluated, but only four were chosen, which were: Kahoot!, Socrative, Quizizz and Nearpods. Subsequently, these tools were distributed to the third year of the course of management degree through Google Classroom and shared with other professors of the European community through the platform AduLeT (Advanced use of Learning Technologies in Higher Education). That contributed to share and reuse strategies to face the world’s current scenario due to the COVID-19 pandemic. We can affirm henceforth that all the use experiences, which related a learning method with one of the tools referred, showed satisfactory results involving a greater dynamic and interest during the classes.
机译:本文对应于布拉加瓦职业技术研究所实习的结果。在完成系统文献综述寻求澄清游戏化和翻转课堂的主要概念之后,它进行了一个案例研究,主要目的是识别和分析学生如何对教育游戏的使用以及诊断或形成性评估作出反应。评估了许多工具,但仅选择了四个,其中包括:Kahoot!,Socrative,Quizizz和附近。随后,这些工具通过谷歌课堂分配到管理学位过程中的第三年,并通过平台Adulet与欧洲共同体的其他教授分享(高等教育中的学习技术的高级使用)。由于Covid-19大流行,这导致股票和重用战略面对世界目前的情景。我们可以肯定希望所有的使用经验,它与所提到的工具之一相关的学习方法,表明涉及在类期间更大的动态和兴趣的令人满意的结果。

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