Implementation and Evaluation of Flipped Classroom as IoT Element into Learning Process of Computer Network Education

Implementation and Evaluation of Flipped Classroom as IoT Element into Learning Process of Computer Network Education

Azamat Zhamanov, Seong-MooYoo, Zhulduz Sakhiyeva, Meirambek Zhaparov
DOI: 10.4018/IJICTE.2018040103
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Abstract

Students nowadays are hard to be motivated to study lessons with traditional teaching methods. Computers, smartphones, tablets and other smart devices disturb students' attentions. Nevertheless, those smart devices can be used as auxiliary tools of modern teaching methods. In this article, the authors review two popular modern teaching methods: flipped classroom and gamification. Next, they implement flipped classrooms as an element of IoT (Internet of Things) into learning process of computer networks course, by using Cisco networking academy tools, instead of traditional learning. The survey provided to students shows good feedback from students. The authors report the impact of flipped classroom implementation with data obtained from two parallel sections (one flipped classroom and the other traditional classroom). The results show that the flipped classroom approach is better than the traditional classroom approach with a difference of approximately 20% increase in the average of attendance, lab work, quizzes, midterm exams and final exam.
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Introduction

Society has dramatically changed in the last decade. Computers, smartphones, tablets, and other smart devices are all around students. Traditional teaching methods, based on listening to lecturers and taking notes, are mostly not interested to many students nowadays. To motivate them and give desire to learn the subject we can use new methods of teaching that satisfy new requirements and interests. A lot of new methods of teaching have been developed due to society change (Frederickson et al., 2012; Freeman et al., 2007; Maksimovic, 2017; Zhamanov, 2012). New technologies allow teachers use fresh approaches to educate students.

Nonetheless, not all schools and universities have switched to educate students with the help of new technologies. We may still observe that in universities lessons are provided with old methodology without implementing technological solutions (Akinogle and Tandogan, 2006). With the help of technology, we may build environment in which students and instructors can improve their results and achieve more successes. One alternative to the traditional teaching approach is to implement flipped classroom (Baker, 2012; Hwang and Soman, 2013) and gamification (Gamified UK). Using Internet of Things (IoT) elements into learning process of computer education may be a very promising approach (Hern and Serrano, 2016; Intelligence, 2016).

IoT – the current phase of internet evolution -- connects things, people, data and processes. IoT things are physical devices (objects) that are connected to the Internet and able to interact with multiple servers and clients to provide different types of service and statistics periodically and/or on demand. Smart scale is a good example which shows how IoT can impact on human health (Graziano, 2016). IoT people are represented as wearable devices. Today most people connect socially through web-accessible devices. As the IoT evolves, we will connect in new and valuable ways. Wearable devices and clothing are already changing the way that we connect to the global network (Statt, 2017). IoT data is information generated by people, sensors and things. The data, when combined with analytics, delivers actionable information to people and machines. Better decisions are made and better results are achieved. By using data, it is possible to analyze situation from different perspectives and enhance process (Marr, 2015). IoT processes occur between all other pillars in the IoT. With the correct processes, connections become more valuable. These connections provide the right information, delivered to the right person, at the right time and in the most relevant way.

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