Gamification In A Flipped Classroom

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Gamification in A Flipped Classroom

Author : Zamzami Zainuddin
Publisher : Springer Nature
Page : 212 pages
File Size : 51,8 Mb
Release : 2024-06-30
Category : Electronic
ISBN : 9789819722198

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Gamification in A Flipped Classroom by Zamzami Zainuddin Pdf

Online Distance Learning Course Design and Multimedia in E-Learning

Author : Lopes, Ana Paula,Soares, Filomena
Publisher : IGI Global
Page : 302 pages
File Size : 41,9 Mb
Release : 2022-03-11
Category : Education
ISBN : 9781799897088

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Online Distance Learning Course Design and Multimedia in E-Learning by Lopes, Ana Paula,Soares, Filomena Pdf

In recent years, the rampant development of worldwide communications and powerful modern technologies has reformulated the idea of distance learning and the transmission of higher education content. Combined with these new developments and the outcomes of the COVID-19 pandemic, there is an apparent need for a thorough discussion on all features of e-learning. Online Distance Learning Course Design and Multimedia in E-Learning disseminates research, experiences, and philosophies surrounding innovation within higher education online teaching and learning environments. It includes case studies of relevant and fruitful applications, practical challenges, and examinations of the most recent innovations. Covering topics such as online management education, student engagement, and gamification, this book is an essential resource for academicians, researchers, educators, pre-service educators, principals, administrators, consultants, instructional designers, technologists, computer scientists, and policymakers.

Gamification in Learning and Education

Author : Sangkyun Kim,Kibong Song,Barbara Lockee,John Burton
Publisher : Springer
Page : 159 pages
File Size : 51,6 Mb
Release : 2017-09-19
Category : Education
ISBN : 9783319472836

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Gamification in Learning and Education by Sangkyun Kim,Kibong Song,Barbara Lockee,John Burton Pdf

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Emotions in Learning, Teaching, and Leadership

Author : Junjun Chen,Ronnel King
Publisher : Unknown
Page : 232 pages
File Size : 55,9 Mb
Release : 2021
Category : Education
ISBN : 0429353588

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Emotions in Learning, Teaching, and Leadership by Junjun Chen,Ronnel King Pdf

"Emotions are at the core of the educational enterprise but their role is mostly left unexamined. This book explores the role of emotions across students, teachers, and school leaders. It showcases current theoretical and empirical research on emotions in educational settings conducted in the Asian context. The book consists of three parts, namely, emotions in learning, emotions in teaching, and emotions in leadership. These chapters cover different levels from students (e.g., school, university), to teachers (e.g., pre-service, in-service), and to school leaders (e.g., middle-level teachers, principals). Samples are recruited from a wide range of Asian contexts (e.g., Hong Kong SAR, Macau SAR, Mainland China, Singapore, and the Philippines). Collectively, the authors use a variety of methods ranging from quantitative to qualitative approaches and demonstrate innovative theoretical work that pushes the boundaries of emotions research forward"--

Shaping the Future of Education, Communication and Technology

Author : Will W. K. Ma,Wendy Wing Lam Chan,Cat Miaoting Cheng
Publisher : Springer
Page : 249 pages
File Size : 46,7 Mb
Release : 2019-04-30
Category : Education
ISBN : 9789811366819

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Shaping the Future of Education, Communication and Technology by Will W. K. Ma,Wendy Wing Lam Chan,Cat Miaoting Cheng Pdf

This book gathers selected papers from the Hong Kong Association for Educational Communications and Technology 2019 International Conference on the theme of “Shaping the Future of Education, Communication and Technology.” It contributes to a scholarly discussion that looks beyond what future media and technology can offer for education, and reflects on best practices and lessons learned from applying new media and technology in a wide range of fields. Scholars from educational technology, communication, and higher education share their research work in various formats such as empirical research, best-practice case studies, literature reviews, etc. The topics of the papers are divided into four main areas, including curriculum, pedagogy and instructional design; teaching and learning experiences with technology; online learning and open education resources; and communication and media. The book’s unique quality is its combination of perspectives and research work on communication, education and technology. Thus, it will encourage an interdisciplinary discourse and exchange concerning communication, new media, and educational practices.

Gamification and Design Thinking in Higher Education

Author : Carmen Bueno Muñoz,Núria Hernández Nanclares,Luis R. Murillo Zamorano,José Ángel López Sánchez
Publisher : Taylor & Francis
Page : 98 pages
File Size : 55,6 Mb
Release : 2023-12-06
Category : Education
ISBN : 9781003852537

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Gamification and Design Thinking in Higher Education by Carmen Bueno Muñoz,Núria Hernández Nanclares,Luis R. Murillo Zamorano,José Ángel López Sánchez Pdf

This book analyzes the use of gamification and design thinking in higher education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students. Using two in-depth examples, the authors show that the introduction of a gamified design in a design thinking activity can be a powerful tool to enhance the experiences of students in the teaching-learning process of a subject; motivate participants in a design thinking activity in the university environment; and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification and design thinking in the educational field can enable both the motivation and engagement of students and promote behavioral changes that materialize as a boost in learning outcomes and academic performance. Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in higher education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in the field of higher education, and with interests in educational psychology and theories of learning.

Gamify

Author : Biran Burke
Publisher : Routledge
Page : 136 pages
File Size : 49,9 Mb
Release : 2016-10-14
Category : Business & Economics
ISBN : 9781351861779

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Gamify by Biran Burke Pdf

Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.

Innovative Trends in Flipped Teaching and Adaptive Learning

Author : Sein-Echaluce, María Luisa,Fidalgo-Blanco, Ángel,García-Peñalvo, Francisco José
Publisher : IGI Global
Page : 306 pages
File Size : 55,8 Mb
Release : 2019-05-15
Category : Education
ISBN : 9781522581437

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Innovative Trends in Flipped Teaching and Adaptive Learning by Sein-Echaluce, María Luisa,Fidalgo-Blanco, Ángel,García-Peñalvo, Francisco José Pdf

Understanding new educational innovations is essential for the improvement of the training and learning process. In order to effectively implement these new tools in the classroom, teachers and trainers need access to real-life cases in which these methods were successfully used. Innovative Trends in Flipped Teaching and Adaptive Learning is a critical scholarly resource that examines current advances in educational innovation and presents cases that allow for the improvement of personalized and active learning. Featuring a wide range of topics such as higher education, teacher education, and learning strategies, this book is ideal for educators, instructional designers, academicians, researchers, and students.

The Flipped Classroom

Author : Carl Reidsema,Lydia Kavanagh,Roger Hadgraft,Neville Smith
Publisher : Springer
Page : 307 pages
File Size : 44,7 Mb
Release : 2017-02-27
Category : Education
ISBN : 9789811034138

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The Flipped Classroom by Carl Reidsema,Lydia Kavanagh,Roger Hadgraft,Neville Smith Pdf

Teaching and learning within higher education continues to evolve with innovative and new practices such as flipped teaching. This book contributes to the literature by developing a much deeper understanding of the complex phenomenon of flipped classroom approaches within higher education. It also serves as a practical guide to implementing flipped classroom teaching in academic practice across different higher educational institutions and disciplines. Part 1 of this book (Practice) describes the considerations involved in flipped classroom teaching, including the challenges faced in transforming teaching and learning within higher education. Further, it reviews the educational concepts on which the flipped classroom is based, including a selected history of similar innovations in the past. The final sections of Part 1 explore the tools needed for flipping, the design steps, assessment methods and the role of reflective practice within flipped teaching environments. “p>Part 2 of the book (Practices) provides a range of case studies from higher educational institutions in different countries and disciplines to demonstrate the many shapes and sizes of flipped classrooms. Many of the challenges, such as engaging students in their own learning and shifting them from spectators in the learning process to active participants, prove to be universal.

The Multiplayer Classroom

Author : Lee Sheldon
Publisher : CRC Press
Page : 419 pages
File Size : 45,9 Mb
Release : 2020-03-09
Category : Computers
ISBN : 9781000039122

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The Multiplayer Classroom by Lee Sheldon Pdf

Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.

Flip Your Classroom

Author : Jonathan Bergmann,Aaron Sams
Publisher : International Society for Technology in Education
Page : 123 pages
File Size : 49,8 Mb
Release : 2012-06-21
Category : Education
ISBN : 9781564844682

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Flip Your Classroom by Jonathan Bergmann,Aaron Sams Pdf

Learn what a flipped classroom is and why it works, and get the information you need to flip a classroom. You’ll also learn the flipped mastery model, where students learn at their own pace, furthering opportunities for personalized education. This simple concept is easily replicable in any classroom, doesn’t cost much to implement, and helps foster self-directed learning. Once you flip, you won’t want to go back!

Applying the Flipped Classroom Model to English Language Arts Education

Author : Young, Carl A.,Moran, Clarice M.
Publisher : IGI Global
Page : 277 pages
File Size : 41,7 Mb
Release : 2017-03-31
Category : Education
ISBN : 9781522522430

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Applying the Flipped Classroom Model to English Language Arts Education by Young, Carl A.,Moran, Clarice M. Pdf

The flipped classroom method, particularly when used with digital video, has recently attracted many supporters within the education field. Now more than ever, language arts educators can benefit tremendously from incorporating flipped classroom techniques into their curriculum. Applying the Flipped Classroom Model to English Language Arts Education provides a comprehensive examination of the latest strategies for incorporating the flipped classroom technique into English language courses. Highlighting innovative practices and applications in many areas, such as curriculum development, digital tools, and instructional design, this book is an ideal reference source for academicians, educators, students, practitioners, and researchers who are interested in the advancement of the flipped classroom model in curriculums.

Handbook of Research on Transformative and Innovative Pedagogies in Education

Author : Keengwe, Jared
Publisher : IGI Global
Page : 370 pages
File Size : 51,7 Mb
Release : 2022-05-13
Category : Education
ISBN : 9781799895626

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Handbook of Research on Transformative and Innovative Pedagogies in Education by Keengwe, Jared Pdf

Various pedagogies, such as the use of digital learning in education, have been used and researched for decades, but many schools have little to show for these initiatives. This contrasts starkly with technology-supported initiatives in other fields such as business and healthcare. Traditional pedagogies and general digital technology applications have yet to impact education in a significant way that transforms learning. A primary reason for this minimal impact on learning is that digital technologies have attempted to make traditional instructional processes more efficient rather than using a more appropriate paradigm for learning. As such, it is important to look at digital technology as a partner and use transformative applications to become partners with students (not teachers) to empower their learning process both in and out of school. The Handbook of Research on Transformative and Innovative Pedagogies in Education is a comprehensive reference that identifies and justifies the paradigm of transformative learning and pedagogies in education. It provides exemplars of existing transformative applications that, if used as partners to empower student learning, have the potential to dramatically engage students in a type of learning that better fits 21st century learners. Covering topics such as gamification, project-based learning, and professional development, this major reference work is an essential resource for pre-service and in-service teachers, educational technologists, instructional designers, educational administration and faculty, researchers, and academicians seeking pedagogical models that inspire students to learn meaningfully.

Computers as Mindtools for Schools

Author : David H. Jonassen
Publisher : Prentice Hall
Page : 346 pages
File Size : 45,5 Mb
Release : 2000
Category : Business & Economics
ISBN : UOM:39015042482169

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Computers as Mindtools for Schools by David H. Jonassen Pdf

This book provides a thorough explanation of MindtoolsM197>alternative ways of using computer applications to engage learners in constructive, higher-order thinking about specific areas of study. It presents a rationale for using these tools, discusses individual Mindtools and their use, and suggests effective ways to teach with each Mindtool. Weaves a critical thinking framework throughout the text. Expands coverage of systems modeling tools with new sections on analysis and reasoning. Adds an entirely new section of the book, which includes chapters on intentional information searching via Internet and visualization tools. For educators and school administrators.

Emerging Techniques and Applications for Blended Learning in K-20 Classrooms

Author : Kyei-Blankson, Lydia,Ntuli, Esther,Nur-Awaleh, Mohamed A.
Publisher : IGI Global
Page : 325 pages
File Size : 53,7 Mb
Release : 2019-10-04
Category : Education
ISBN : 9781799802440

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Emerging Techniques and Applications for Blended Learning in K-20 Classrooms by Kyei-Blankson, Lydia,Ntuli, Esther,Nur-Awaleh, Mohamed A. Pdf

Many learning options are possible in education, from traditional to blended/hybrid to fully online. Of the three delivery formats, the blended mode, which involves the fusion of online and traditional face-to-face instruction and learning activities, is considered to have the greatest potential to provide the best learning environment. As blended learning continues to evolve and expand, it is important that information regarding what constitutes the ideal combination of online and traditional pedagogical strategies in blended education and at all levels is illuminated and shared. Emerging Techniques and Applications for Blended Learning in K-20 Classrooms is an academic publication that focuses on pedagogical strategies and technologies that have been successfully employed by educators in blended instruction. In addition, the student outcomes from the use of these techniques are presented. Covering a wide range of topics such as gamification, civic education, and critical thinking, this book is essential for academicians, administrators, educators, instructors, researchers, instructional designers, curriculum developers, principals, early childhood educators, higher education faculty, and students.