The Flipped Classroom Optimized Through Gamification and Team-Based Learning

Author:

Lopes Sergio Francisco Sargo Ferreira12,Simões Jorge Manuel de Azevedo Pereira13,Lourenço Justino Marco Ronda1,Morais José Carlos Pereira de14

Affiliation:

1. Higher School of Science and Technology, Polytechnic Higher Institute Gaya (ISPGAYA) , Vila Nova de Gaia , Portugal

2. Distance Education and E-learning Laboratory (LE@D, Open University) , Vila Nova de Gaia , Portugal

3. Institute for Systems and Computer Engineering, Technology and Science (INESC TEC) , Vila Nova de Gaia , Portugal

4. Centre for Organizational and Social Studies (CEOS.PP) , Vila Nova de Gaia , Portugal

Abstract

Abstract The increase in digital teaching and learning methodologies creates the opportunity for new educational approaches, both in terms of pedagogical practice and in the availability of new technological tools. The flipped classroom as an active teaching methodology is one example of blended learning (b-learning), which aims to harmonize and enhance the fusion of face-to-face teaching with online teaching, allowing students to get better use of both face-to-face contact with classmates and professors and digital teaching resources. However, active teaching methodologies allow us to merge educational techniques from different methodological approaches, for example, gamification and team-based learning (TBL), among others. This study aims to demonstrate how to implement a flipped classroom with the possibility of integrating gamification and TBL, indicating possibilities and challenges to overcome, through the comparative study and research carried out with students in higher education. The study was conducted with a group of 88 students from the engineering and technology fields, which showed that students have a very positive perception of active teaching methodologies and their teaching and learning techniques, especially those involving digital. Data collection was performed by a survey submitted to quantitative analysis using the Software SPSS version 28.

Publisher

Walter de Gruyter GmbH

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Impact of Gamification Elements for Student Acceptance on Gamification-enhanced Learning;Proceedings of the 2024 10th International Conference on Frontiers of Educational Technologies;2024-06-14

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