通过游戏化和团队学习优化翻转课堂

Q2 Social Sciences
Sergio Francisco Sargo Ferreira Lopes, Jorge Manuel de Azevedo Pereira Simões, Justino Marco Ronda Lourenço, José Carlos Pereira de Morais
{"title":"通过游戏化和团队学习优化翻转课堂","authors":"Sergio Francisco Sargo Ferreira Lopes, Jorge Manuel de Azevedo Pereira Simões, Justino Marco Ronda Lourenço, José Carlos Pereira de Morais","doi":"10.1515/edu-2022-0227","DOIUrl":null,"url":null,"abstract":"\n The increase in digital teaching and learning methodologies creates the opportunity for new educational approaches, both in terms of pedagogical practice and in the availability of new technological tools. The flipped classroom as an active teaching methodology is one example of blended learning (b-learning), which aims to harmonize and enhance the fusion of face-to-face teaching with online teaching, allowing students to get better use of both face-to-face contact with classmates and professors and digital teaching resources. However, active teaching methodologies allow us to merge educational techniques from different methodological approaches, for example, gamification and team-based learning (TBL), among others. This study aims to demonstrate how to implement a flipped classroom with the possibility of integrating gamification and TBL, indicating possibilities and challenges to overcome, through the comparative study and research carried out with students in higher education. The study was conducted with a group of 88 students from the engineering and technology fields, which showed that students have a very positive perception of active teaching methodologies and their teaching and learning techniques, especially those involving digital. Data collection was performed by a survey submitted to quantitative analysis using the Software SPSS version 28.","PeriodicalId":33645,"journal":{"name":"Open Education Studies","volume":"14 3","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Flipped Classroom Optimized Through Gamification and Team-Based Learning\",\"authors\":\"Sergio Francisco Sargo Ferreira Lopes, Jorge Manuel de Azevedo Pereira Simões, Justino Marco Ronda Lourenço, José Carlos Pereira de Morais\",\"doi\":\"10.1515/edu-2022-0227\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\n The increase in digital teaching and learning methodologies creates the opportunity for new educational approaches, both in terms of pedagogical practice and in the availability of new technological tools. The flipped classroom as an active teaching methodology is one example of blended learning (b-learning), which aims to harmonize and enhance the fusion of face-to-face teaching with online teaching, allowing students to get better use of both face-to-face contact with classmates and professors and digital teaching resources. However, active teaching methodologies allow us to merge educational techniques from different methodological approaches, for example, gamification and team-based learning (TBL), among others. This study aims to demonstrate how to implement a flipped classroom with the possibility of integrating gamification and TBL, indicating possibilities and challenges to overcome, through the comparative study and research carried out with students in higher education. The study was conducted with a group of 88 students from the engineering and technology fields, which showed that students have a very positive perception of active teaching methodologies and their teaching and learning techniques, especially those involving digital. Data collection was performed by a survey submitted to quantitative analysis using the Software SPSS version 28.\",\"PeriodicalId\":33645,\"journal\":{\"name\":\"Open Education Studies\",\"volume\":\"14 3\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Open Education Studies\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1515/edu-2022-0227\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Open Education Studies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1515/edu-2022-0227","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 0

摘要

数字化教学和学习方法的增加为新的教育方法创造了机会,这既体现在教学实践方面,也体现在新技术工具的可用性方面。作为一种积极的教学方法,翻转课堂是混合式学习(b-learning)的一个例子,其目的是协调和加强面对面教学与在线教学的融合,让学生更好地利用与同学和教授的面对面接触以及数字教学资源。然而,主动式教学方法允许我们融合不同方法论的教育技术,例如游戏化和团队学习(TBL)等。本研究旨在通过对高校学生进行的比较研究和调查,展示如何在实施翻转课堂的同时融合游戏化和TBL,并指出需要克服的可能性和挑战。研究对象是来自工程和技术领域的 88 名学生,研究结果表明,学生对主动教学法及其教学和学习技术,尤其是涉及数字技术的教学和学习技术有非常积极的看法。数据收集是通过调查进行的,并使用 SPSS 28 版软件进行了定量分析。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Flipped Classroom Optimized Through Gamification and Team-Based Learning
The increase in digital teaching and learning methodologies creates the opportunity for new educational approaches, both in terms of pedagogical practice and in the availability of new technological tools. The flipped classroom as an active teaching methodology is one example of blended learning (b-learning), which aims to harmonize and enhance the fusion of face-to-face teaching with online teaching, allowing students to get better use of both face-to-face contact with classmates and professors and digital teaching resources. However, active teaching methodologies allow us to merge educational techniques from different methodological approaches, for example, gamification and team-based learning (TBL), among others. This study aims to demonstrate how to implement a flipped classroom with the possibility of integrating gamification and TBL, indicating possibilities and challenges to overcome, through the comparative study and research carried out with students in higher education. The study was conducted with a group of 88 students from the engineering and technology fields, which showed that students have a very positive perception of active teaching methodologies and their teaching and learning techniques, especially those involving digital. Data collection was performed by a survey submitted to quantitative analysis using the Software SPSS version 28.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Open Education Studies
Open Education Studies Social Sciences-Social Sciences (miscellaneous)
CiteScore
1.80
自引率
0.00%
发文量
19
审稿时长
27 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信