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Practical Research On Flipping Classroom Of Gamification Concept

Posted on:2021-05-07Degree:MasterType:Thesis
Country:ChinaCandidate:D D XianFull Text:PDF
GTID:2427330611987060Subject:Education Technology
Abstract/Summary:PDF Full Text Request
The rapid development of information technology has profoundly changed the society's need for talents and the form of education.The intelligent environment not only changed the way of teaching and learning,but also promoted the innovation of teaching concepts and the reform of teaching modes.In the face of such situation,the reform of university classroom teaching is urgent.What kind of teaching philosophy and teaching mode can better mobilize contemporary college students 'learning interest and improve college students' motivation for learning are still issues that need to be considered in college education.The author combines the gamification concept with teaching according to the current teaching status of colleges and universities,and introduces the Mosoteach intelligent teaching platform to build a flipped classroom teaching mode supported by the gamification concept supported by the Mosoteach.Verify its effectiveness.Therefore,the discussion of the flipped classroom teaching of the gamification concept will help to provide a reference for the in-depth application of the new mode in teaching.This research uses literature research methods to sort out the concepts of educational games,gamification,and flipped classrooms,and summarize the research status,teaching effect and development trend of gamification and classroom flipping.At the same time,a survey method was used to investigate the teaching status of flipped classrooms in colleges and universities,and several classroom observations were conducted to find the problems in the existing teaching.According to the theories of constructivism and blended learning,Compare intelligent teaching platforms such as Mosoteach,Yuketang,and Xuexitong,integrate a variety of game elements,so as to build a flipped classroom teaching mode of gamification concept supported by Mosoteach intelligent teaching platform,restructure teaching resources,then use Wancai Animation Master,Edius,CorelDRAW and other software design and develop gamified micro-anime education resources,finally using action research methods,detailed analysis of classroom observations,teacher and student interviews,questionnaires and other data,explore and verify the effectiveness of the new teaching mode,and new The influence of teaching mode on students' self-efficacy and learning motivation.The research results found that the flipped classroom teaching mode of the gamification concept can promote students' classroom motivation,classroom discussion atmosphere and group collaboration ability.At the same time,this teaching mode can promote students to autonomously control their learning pace and develop good selfstudy habits.Secondly,the teaching mode can promote students' self-efficacy and can maintain students' high motivation for learning.Finally,the teaching mode realizes multiple evaluation methods and provides multi-angle and comprehensive teaching evaluation for students' learning.
Keywords/Search Tags:gamification, flipped classroom, action research, Mosoteach
PDF Full Text Request
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