翻转课堂的游戏化:纤维与g -纤维

M. Jong, Gaowei Chen, V. Tam, M. Hue, Mengyuan Chen, Xiaojing Weng
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引用次数: 0

摘要

我们之前的工作,FIBER(翻转的基于问题的探究之车),是一个教学框架,将FC(翻转课堂)整合到社会人文教育的基于问题的探究学习过程中。本文介绍了我们最近的工作,G-FIBER(游戏化-纤维),其中我们在游戏化学习的注入下重新研究了纤维。在评估性研究中(香港72名高中生),我们发现G-FIBER的教学效果显著高于FIBER,具有中大型效应量。这一重新工作为该领域提供了证据,为未来更多关于FC和游戏化学习之间的交叉研究奠定了基础,以促进学校教育中学生的学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification of Flipped Classroom: FIBER Vs. G-FIBER
Our previous work, FIBER (Flipped Issue-Based Enquiry Ride), is a pedagogical framework to integrate FC (Flipped Classroom) into the process of issue-based enquiry learning for social humanities education. This paper presents our recent work, G-FIBER (Gamified-FIBER), in which we have re-worked on FIBER with the infusion of gamified learning. In the evaluative study (with 72 high-school students in Hong Kong), we showed the pedagogical effectiveness of G-FIBER was significantly higher than FIBER’s, with a medium-to-large effect size. This re-work contributes to the field with evidence for grounding more future studies on the crossover between FC and gamified learning for advancing students’ learning in school education.
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