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Research On The Design And Application Of Gamified Flipped Classroom

Posted on:2019-01-13Degree:MasterType:Thesis
Country:ChinaCandidate:D WuFull Text:PDF
GTID:2417330596962900Subject:Computer technology
Abstract/Summary:PDF Full Text Request
The technology-empowered flipped classroom has attracted an increasing attention,which is considered to be an effective substitute for its traditional counterpart.However,the teacher in a flipped classroom still has to deal with headaches like the students' low motivation,unequal contribution from the group members and less-than-ideal collaboration.In order to enhance the students' learning motivation,effects and satisfaction,this paper proposes a gamified approach in the flipped classroom based on the author's experience of being the teaching assistant for the course “Principles and Practice of Computer Aided Translation”.The gamified approach in this paper features questions proposed by students themselves.Specifically,it includes four steps: 1)the students come up with their discussion questions;2)the teacher gives feedback and evaluation of the questions;3)the teacher selects questions;4)the students prepare and answer the selected questions.To verify the effectiveness of the method,this paper conducts a teaching experiment of 36 graduate students of 2017 in the Department of Language and Information Engineering of Peking University from mid-November 2017 to early January 2018.The results are obtained through the quantitative and qualitative analysis of the teaching experiment.The results show that students' enthusiasm in instructional video learning and collaborative learning has been improved.Better learning effect of the flipped classroom has occurred,manifested in the improvement of the students' knowledge level,thinking ability and learning performance in instructional video learning;a more balanced contribution of students is available,as well as the breadth and depth have been expanded in collaborative learning.The gamified flipped classroom teaching model gains popularity among students.In conclusion,the gamified approach proposed in this paper is effective.
Keywords/Search Tags:Flipped classroom, Gamification, Educational Design Research
PDF Full Text Request
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