two methodological trends: flipped classroom and...
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Two methodological trends: flipped classroom and gamification
Joan-Tomàs Pujolà
Ain Shams University, Thursday 25th of July 2019
content
⇲ flipped classroom⇲ defining
⇲ tools & apps
⇲ advice
⇲ gamification⇲ defining
⇲motivation & flow
⇲ elements: DMC
⇲ type of players⇲ advice
flipped classroom
the flipped classroom
is an instructional strategy and a type of blended learning that reverses the traditional learning environment by delivering instructional content, often online, outside of the classroom. It moves activities, including those that may have traditionally been considered homework, into the classroom. In a flipped classroom, students watch online lectures, collaborate in online discussions, or carry out research at home while engaging in concepts in the classroom with the guidance of a mentor.
https://en.wikipedia.org/wiki/Flipped_classroom
flipped learning
• Flexible Environment• Learning Culture• Intentional Content• Professional Educator
Hamdan, et al (2013) A Review of Flipped Learning. Flipped Learning Network
compare: traditional & flipped
can we use it for every subject?
http://viewpure.com/FAWidtL7pKE?start=0&end=0
some challenges
v there is a good chance that the students will beunprepared
v make sure that the students understand the expectations and have access to the necessary technology to succeed
v it can be time consuming and tedious to create the instructional videos or materials for a flipped class.
Some solutions to challenges: https://youtu.be/bwvXFlLQClU
tools & apps
platforms
moodle
edmodo
Google classroom
content curation
v Pocketv Pearltreesv Scoop-itv Diigov Feedlyv Symbaloo
http://www.loscontentcurators.com/
searching information
vGooglevYouTube / TEDsvWikipededia
vCC searchhttps://search.creativecommons.org/
screencasting
https://www.techsmith.com/camtasia.html
https://www.screencastify.com/ -
https://screencast-o-matic.com
https://www.educreations.com/
presentations
interactivity
interactive videos
gamified tests
https://getkahoot.com
http://www.socrative.com
advice
⇲ start small (one subject / one unit / one trimester) but do not just do one class
⇲ negotiate the methodology with the students⇲ think carefully about the sequencing of activities:
⇲ what is done at home and what in the class⇲ the first task in class is to check homework
⇲ make sure all students have access to the technological tools you want them to work with
gamification
gamification: definition
the application of gameelements and digital game design techniques to non-game contexts
Werbach y Hunter (2012)
gamified daily tasks
https://youtu.be/AmKwF_Si734https://youtu.be/xlRgBvYFxTo
gamified learning apps
serious games
https://youtu.be/YPKjax-V_GU
Negotiation and Conflict ResolutionGeometry
https://youtu.be/rm-6pDiSH44
objectives of gamification
to engage people, to motivate action, to promote learning, and to solve problems
Kapp (2012)
flowBeing completely involved in an activity for its own sake. The ego falls away. Time flies. Every action, movement, and thought follows inevitably from the previous one, like playing jazz. Your whole being is involved, and you're using your skills to the utmost.
http://www.wired.com/1996/09/czik/
flow
Mihaly CsikszentmihalyiFlow: the psychology of optimal experience. 1991. Source: http://bit.ly/1XxKecd
elements of gamification
Werbach & Hunter(2012)
players – build up a balanced gamified system
Andrezej Marczew, 2016https://www.youtube.com/watch?v=kUhqPUoSU_s
⇲ identify what you want to gamify (some difficult concept to be learned, a complex learning unit, or a full term?)
⇲ define the learning objectives
⇲ plan which dynamics, mechanics and components will be used
⇲ find a balance to meet the needs of the 6 general types of players
advice
Thank you
الیزج اركش
Joan-Tomàs Pujolàjtpujola@ub.edu
Ain Shams University, Thursday 25th of July 2019
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