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Gamifying the flipped classroom using game-based learning materials

Gamifying the flipped classroom using game-based learning materials

 2018.
 p. 296-309. English
Tác giả CN Hsiu-Ting, Hung.
Nhan đề Gamifying the flipped classroom using game-based learning materials / Hsiu-Ting Hung.
Thông tin xuất bản 2018.
Mô tả vật lý p. 296-309.
Tóm tắt Many proponents of flipped classrooms have sought to develop innovative approaches in order to advance the knowledge base of effective practices. In this study, a gamified flipped classroom approach is thus proposed to help teachers design and incorporate classroom activities that can be engaging to students. The proposed approach combines the advantages of flipped classrooms and game-based learning, leveraging the use of technology-enhanced board games (TEBGs) to nurture student engagement. What distinguishes the TEBGs from common board games is the integration of Quick Response (QR) codes to deliver digital content via mobile technology. The research results suggest that the proposed approach is beneficial for English-language learners by reducing their anxiety about speaking English in class and enhancing their motivation to take part in classroom activities. It is thus hoped that more enthusiastic teachers will become early adopters of the gamified flipped classroom approach.
Thuật ngữ chủ đề Game-based learning-English
Từ khóa tự do Methodology.
Từ khóa tự do English language.
Từ khóa tự do Ngôn ngữ Anh.
Từ khóa tự do Classroom activities.
Từ khóa tự do Gamifying.
Từ khóa tự do Hoạt động lớp học.
Nguồn trích ELT Journal- Volume 72, Issue 3
MARC
Hiển thị đầy đủ trường & trường con
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520[ ] |a Many proponents of flipped classrooms have sought to develop innovative approaches in order to advance the knowledge base of effective practices. In this study, a gamified flipped classroom approach is thus proposed to help teachers design and incorporate classroom activities that can be engaging to students. The proposed approach combines the advantages of flipped classrooms and game-based learning, leveraging the use of technology-enhanced board games (TEBGs) to nurture student engagement. What distinguishes the TEBGs from common board games is the integration of Quick Response (QR) codes to deliver digital content via mobile technology. The research results suggest that the proposed approach is beneficial for English-language learners by reducing their anxiety about speaking English in class and enhancing their motivation to take part in classroom activities. It is thus hoped that more enthusiastic teachers will become early adopters of the gamified flipped classroom approach.
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