Is an evidence based collaborative learning teaching strategy designed around units of instruction, known as “modules,” that are taught in a three-step cycle: preparation, in-class readiness assurance testing, and application-focused exercise.
Published in Chapter:
The Gamification in Online Environments in the Context of the Flipped Classroom
Sergio Francisco Sargo Ferreira Lopes (Distance Education and E-learning Laboratory (LE@D), Higher Polytechnic Institute Gaya (ISPGAYA), Portugal) and Jorge Manuel de Azevedo Pereira Simões (INESC TEC, Higher Polytechnic Institute Gaya (ISPGAYA), Portugal)
Copyright: © 2022
|Pages: 23
DOI: 10.4018/978-1-7998-9706-4.ch007
Abstract
Research into teaching and learning methodologies is intense and demonstrates the academic community's unrelenting need to understand how people learn in a continuous effort to improve efficiency in the transmission of knowledge. Teachers are dealing with a growing disengagement of students in recent decades. In part, this is due to the increase in the spread of ICT technologies outside the classroom, particularly those supporting social networking and video games. New trends, such as gamification and flipped classroom, are emerging to try to find ways to stimulate increased student engagement and motivation. In this chapter, the authors present a critical reflection and field experiences, around the potential of joint implementation of gamification with flipped classroom, demonstrating possibilities of positive increment of efficiency and effectiveness of teaching and learning processes.