游戏化翻转课堂作为高等教育教学策略:系统视角

Anghelo Josué Guerrero-Quiñonez, Olga Quiñónez Guagua, Rosa Graciela Barrera-Proaño
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摘要

游戏化翻转课堂是将翻转课堂模式的原则与游戏化元素相结合,以改善高等教育学习体验的一种教学策略。从系统的角度来看,这个策略是基于仔细的规划和不同组件的集成,以实现一个激励和有效的学习环境。首先,翻转课堂模式意味着学生在课堂之外通过视频、阅读或互动材料等资源获得基本概念。然后,在课堂上,时间通过实践活动、讨论和合作来应用这些概念。这种课堂时间的投入可以让学生更积极、更深入地学习内容,有利于知识的理解和应用。另一方面,游戏化是指游戏元素和原则在教育情境中的应用。这包括使用挑战、奖励、竞赛和即时反馈来激励学生并鼓励他们参与学习。游戏化还促进积极参与、协作和解决问题,从而提高知识留存和学习体验。通过将翻转课堂与游戏化相结合,在高等教育中创造了一个充满活力和刺激的学习环境。学生有机会在课前自己探索概念,让他们有备无准备,并准备好更积极地参与课堂活动。此外,游戏化增加了一种有趣和竞争的元素,激励学生推动自己,提高自己。从系统的角度来看,游戏化的翻转课堂需要精心的内容规划,适当的数字工具选择,以及具有挑战性和有意义的活动设计。它还包括持续的评估,以衡量学生的进步,并相应地调整策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamified flipped classroom as a pedagogical strategy in higher education: From a systematic vision
The gamified flipped classroom is a pedagogical strategy that combines the principles of the flipped classroom model with gamification elements to improve the learning experience in higher education. From a systematic vision, this strategy is based on careful planning and the integration of different components to achieve a motivating and effective learning environment. First of all, the flipped classroom model implies that students acquire basic concepts outside of the classroom, through resources such as videos, readings or interactive materials. Then, in the classroom, time is spent applying those concepts through hands-on activities, discussion, and collaboration. This investment of class time allows students to work more actively and deeply with the contents, favoring the understanding and application of knowledge. On the other hand, gamification refers to the application of game elements and principles in the educational context. This includes the use of challenges, rewards, competitions, and immediate feedback to motivate students and encourage their engagement in learning. Gamification also promotes active participation, collaboration, and problem solving, which improves knowledge retention and the learning experience. By combining the flipped classroom with gamification, a dynamic and stimulating learning environment is created in higher education. Students have the opportunity to explore concepts on their own, before class, allowing them to arrive prepared and ready to more actively participate in classroom activities. In addition, gamification adds a playful and competitive element that motivates students to push themselves and improve themselves. From a systematic view, the gamified flipped classroom requires careful content planning, the appropriate selection of digital tools, and the design of challenging and meaningful activities. It also involves continuous assessment to measure student progress and adjust strategies accordingly.
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