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Two methodological trends: flipped classroom and gamification Joan-Tomàs Pujolà Ain Shams University, Thursday 25th of July 2019

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Page 1: Two methodological trends: flipped classroom and gamificationerasmusplus-egypt.eu/images/TAM/University_Teacher... · 2019-07-30 · theflippedclassroom is an instructional strategy

Two methodological trends: flipped classroom and gamification

Joan-Tomàs Pujolà

Ain Shams University, Thursday 25th of July 2019

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content

⇲ flipped classroom⇲ defining

⇲ tools & apps

⇲ advice

⇲ gamification⇲ defining

⇲motivation & flow

⇲ elements: DMC

⇲ type of players⇲ advice

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flipped classroom

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the flipped classroom

is an instructional strategy and a type of blended learning that reverses the traditional learning environment by delivering instructional content, often online, outside of the classroom. It moves activities, including those that may have traditionally been considered homework, into the classroom. In a flipped classroom, students watch online lectures, collaborate in online discussions, or carry out research at home while engaging in concepts in the classroom with the guidance of a mentor.

https://en.wikipedia.org/wiki/Flipped_classroom

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flipped learning

• Flexible Environment• Learning Culture• Intentional Content• Professional Educator

Hamdan, et al (2013) A Review of Flipped Learning. Flipped Learning Network

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compare: traditional & flipped

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can we use it for every subject?

http://viewpure.com/FAWidtL7pKE?start=0&end=0

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some challenges

v there is a good chance that the students will beunprepared

v make sure that the students understand the expectations and have access to the necessary technology to succeed

v it can be time consuming and tedious to create the instructional videos or materials for a flipped class.

Some solutions to challenges: https://youtu.be/bwvXFlLQClU

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tools & apps

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platforms

moodle

edmodo

Google classroom

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content curation

v Pocketv Pearltreesv Scoop-itv Diigov Feedlyv Symbaloo

http://www.loscontentcurators.com/

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searching information

vGooglevYouTube / TEDsvWikipededia

vCC searchhttps://search.creativecommons.org/

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screencasting

https://www.techsmith.com/camtasia.html

https://www.screencastify.com/ -

https://screencast-o-matic.com

https://www.educreations.com/

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presentations

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interactivity

interactive videos

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gamified tests

https://getkahoot.com

http://www.socrative.com

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advice

⇲ start small (one subject / one unit / one trimester) but do not just do one class

⇲ negotiate the methodology with the students⇲ think carefully about the sequencing of activities:

⇲ what is done at home and what in the class⇲ the first task in class is to check homework

⇲ make sure all students have access to the technological tools you want them to work with

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gamification

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gamification: definition

the application of gameelements and digital game design techniques to non-game contexts

Werbach y Hunter (2012)

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https://vimeo.com/48514003

gamification: example

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gamified daily tasks

https://youtu.be/AmKwF_Si734https://youtu.be/xlRgBvYFxTo

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gamified learning apps

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Andrezej Marczew, 2015https://goo.gl/6jX4vP

game-like experiences

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serious games

https://youtu.be/YPKjax-V_GU

Negotiation and Conflict ResolutionGeometry

https://youtu.be/rm-6pDiSH44

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objectives of gamification

to engage people, to motivate action, to promote learning, and to solve problems

Kapp (2012)

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flowBeing completely involved in an activity for its own sake. The ego falls away. Time flies. Every action, movement, and thought follows inevitably from the previous one, like playing jazz. Your whole being is involved, and you're using your skills to the utmost.

http://www.wired.com/1996/09/czik/

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flow

Mihaly CsikszentmihalyiFlow: the psychology of optimal experience. 1991. Source: http://bit.ly/1XxKecd

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elements of gamification

Werbach & Hunter(2012)

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analysing DMC

https://youtu.be/5T6BCHCk6QY

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points, badges & leaderboards (PBL)

http://bit.ly/1YTpcVY

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players – build up a balanced gamified system

Andrezej Marczew, 2016https://www.youtube.com/watch?v=kUhqPUoSU_s

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⇲ identify what you want to gamify (some difficult concept to be learned, a complex learning unit, or a full term?)

⇲ define the learning objectives

⇲ plan which dynamics, mechanics and components will be used

⇲ find a balance to meet the needs of the 6 general types of players

advice

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Thank you

الیزج اركش

Joan-Tomàs Pujolà[email protected]

Ain Shams University, Thursday 25th of July 2019