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The student experience of student-centered learning methods: Comparing gamification and flipped classroom

机译:以学生为中心的学习方法的学生体验:比较游戏化和翻转课堂

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Higher education enrollment has declined recently. New recruiting strategies and student-centered learning environments with challenge, enthusiasm, and joy are required to boost enrollment and engagement. Thus, the student-centered teaching approach, which one of the approaches under implementation and observation, are increasingly needed. Gamification and flipped classroom are cutting-edge educational approaches to motivate students. Nevertheless, the effectiveness of both methods has not yet been explored. The aim of this experimental study is thus to investigate and compare the effectiveness of these approaches. Student-led activities are designed and the perspectives from both participants and activity conductors are collected. The results show that these techniques successfully shift students’ perceived usefulness and engagement intention. Gamification gains slightly better results than flipped classroom from the participants’ viewpoints.
机译:高等教育入学率最近有所下降。需要新的招募策略和以挑战,热情和欢乐为中心的以学生为中心的学习环境,以提高入学率和参与度。因此,越来越需要以学生为中心的教学方法,这是正在实施和观察的方法之一。游戏化和课堂翻转是激励学生的前沿教育方法。但是,尚未探讨这两种方法的有效性。因此,本实验研究的目的是调查和比较这些方法的有效性。设计了学生主导的活动,并收集了参与者和活动负责人的观点。结果表明,这些技术成功地转移了学生的感知有用性和参与意向。从参与者的角度来看,游戏化比翻转教室获得更好的结果。

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