Learning Analytics: Gamification in Flipped Classroom for Higher Education

Dr. M. Priyaadharshini, Monica Maiti
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引用次数: 0

Abstract

Abstract: The Flipped classroom is an innovative pedagogical model that has been adopted in various colleges across different disciplines. The Flipped classroom allows the students to actively participate and collaborate during in-class activities. The measure of learner's performance, cognitive skills, and behaviour is essential in any teaching-learning process to assess and improvise the curriculum, syllabus, learning methodology, and educational technology. In this research work, various innovative teaching models suitable for Gen Z learners have been experimented with. These models included a virtual classroom, laboratory sessions, and flipped classrooms that were compared with the traditional classroom approach. A new model “CAM-S” is proposed to measure the Cognitive, Affective, and Motivational traits and identify slow learners. Learning analytics using the K-Means clustering algorithm is performed to analyze the behaviour and learning patterns of the learners in these pedagogical models. From the clusters obtained, the students were categorized into 3 different groups based on their performances. The result obtained after the analysis shows that Flipped Classroom has better learner performances when compared with the otherpedagogical methodologies. Additionally, separate questionnaires are also created to obtain feedback from the students about their experiences with the 3 pedagogical techniques used. Even the behavioural models are analyzed using the gaming environment in the flipped classroom. Keywords: Blended Learning, Clustering algorithm, Flipped Classroom, Gamification, Learning Analytics.
学习分析:高等教育翻转课堂中的游戏化
摘要:翻转课堂是一种创新的教学模式,已被多所高校的不同学科所采用。翻转课堂允许学生在课堂活动中积极参与和合作。在任何教学过程中,对学习者的表现、认知技能和行为的测量对于评估和改进课程、教学大纲、学习方法和教育技术都是必不可少的。在这项研究工作中,我们尝试了各种适合Z世代学习者的创新教学模式。这些模型包括虚拟教室、实验课程和翻转教室,并与传统课堂方法进行了比较。提出了一个新的模型“CAM-S”来测量认知、情感和动机特征,以识别慢学习者。使用K-Means聚类算法进行学习分析,以分析这些教学模型中学习者的行为和学习模式。从获得的聚类中,根据学生的表现将他们分为3个不同的组。分析结果表明,与其他教学方法相比,翻转课堂具有更好的学习者表现。此外,还创建了单独的问卷调查,以获取学生对所使用的3种教学技术的反馈。甚至使用翻转课堂的游戏环境来分析行为模型。关键词:混合学习,聚类算法,翻转课堂,游戏化,学习分析
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CiteScore
1.20
自引率
0.00%
发文量
122
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