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A case study on the use of gamification in the flipped classroom

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Resumo:The present article corresponds to the result of an internship at the Polytechnic Institute of Bragança. After accomplishing a systematic literature review looking for the clarification of the main concepts of gamification and flipped classroom, it was performed a case study which main purpose was to identify and analyze how students react to the use of educational games as diagnostic or formative evaluation. Many tools were evaluated, but only four were chosen, which were: Kahoot!, Socrative, Quizizz and Nearpods. Subsequently, these tools were distributed to the third year of the course of management degree through Google Classroom and shared with other professors of the European community through the platform AduLeT (Advanced use of Learning Technologies in Higher Education). That contributed to share and reuse strategies to face the world’s current scenario due to the COVID-19 pandemic. We can affirm henceforth that all the use experiences, which related a learning method with one of the tools referred, showed satisfactory results involving a greater dynamic and interest during the classes.
Autores principais:Morais, Leticia
Outros Autores:Gonçalves, Vitor; Assis, Lilian Bambirra
Assunto:Gamification Fllipped class Game-based learning
Ano:2021
País:Portugal
Tipo de documento:comunicação em conferência
Tipo de acesso:acesso aberto
Instituição associada:Instituto Politécnico de Bragança
Idioma:inglês
Origem:Biblioteca Digital do IPB
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author Morais, Leticia
author2 Gonçalves, Vitor
Assis, Lilian Bambirra
author2_role author
author
author_facet Morais, Leticia
Gonçalves, Vitor
Assis, Lilian Bambirra
author_role author
contributor_name_str_mv Biblioteca Digital do IPB
country_str PT
creators_json_txt [{\"Person.name\":\"Morais, Leticia\"},{\"Person.name\":\"Gonçalves, Vitor\",\"Person.identifier.orcid\":\"0000-0002-0645-6776\"},{\"Person.name\":\"Assis, Lilian Bambirra\"}]
datacite.contributors.contributor.contributorName.fl_str_mv Biblioteca Digital do IPB
datacite.creators.creator.creatorName.fl_str_mv Morais, Leticia
Gonçalves, Vitor
Assis, Lilian Bambirra
datacite.date.Accepted.fl_str_mv 2021-01-01T00:00:00Z
datacite.date.available.fl_str_mv 2021-10-06T09:44:03Z
datacite.date.embargoed.fl_str_mv 2021-10-06T09:44:03Z
datacite.rights.fl_str_mv http://purl.org/coar/access_right/c_abf2
datacite.subjects.subject.fl_str_mv Gamification
Fllipped class
Game-based learning
datacite.titles.title.fl_str_mv A case study on the use of gamification in the flipped classroom
dc.contributor.none.fl_str_mv Biblioteca Digital do IPB
dc.creator.none.fl_str_mv Morais, Leticia
Gonçalves, Vitor
Assis, Lilian Bambirra
dc.date.Accepted.fl_str_mv 2021-01-01T00:00:00Z
dc.date.available.fl_str_mv 2021-10-06T09:44:03Z
dc.date.embargoed.fl_str_mv 2021-10-06T09:44:03Z
dc.format.none.fl_str_mv application/pdf
dc.identifier.none.fl_str_mv http://hdl.handle.net/10198/23967
dc.language.none.fl_str_mv eng
dc.publisher.none.fl_str_mv IEEE Computer Society
dc.rights.cclincense.fl_str_mv http://creativecommons.org/licenses/by/4.0/
dc.rights.none.fl_str_mv http://purl.org/coar/access_right/c_abf2
dc.subject.none.fl_str_mv Gamification
Fllipped class
Game-based learning
dc.title.fl_str_mv A case study on the use of gamification in the flipped classroom
dc.type.none.fl_str_mv http://purl.org/coar/resource_type/c_5794
description The present article corresponds to the result of an internship at the Polytechnic Institute of Bragança. After accomplishing a systematic literature review looking for the clarification of the main concepts of gamification and flipped classroom, it was performed a case study which main purpose was to identify and analyze how students react to the use of educational games as diagnostic or formative evaluation. Many tools were evaluated, but only four were chosen, which were: Kahoot!, Socrative, Quizizz and Nearpods. Subsequently, these tools were distributed to the third year of the course of management degree through Google Classroom and shared with other professors of the European community through the platform AduLeT (Advanced use of Learning Technologies in Higher Education). That contributed to share and reuse strategies to face the world’s current scenario due to the COVID-19 pandemic. We can affirm henceforth that all the use experiences, which related a learning method with one of the tools referred, showed satisfactory results involving a greater dynamic and interest during the classes.
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organization_str_mv urn:organizationAcronym:ipb
person_str_mv Morais, Leticia
Gonçalves, Vitor
Gonçalves, Vitor
https://www.ciencia-id.pt/A310-FFD6-55A1
A310-FFD6-55A1
http://orcid.org/0000-0002-0645-6776
0000-0002-0645-6776
Assis, Lilian Bambirra
publishDate 2021
publisher.none.fl_str_mv IEEE Computer Society
reponame_str Biblioteca Digital do IPB
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spelling engIEEE Computer Societypt_PTThe present article corresponds to the result of an internship at the Polytechnic Institute of Bragança. After accomplishing a systematic literature review looking for the clarification of the main concepts of gamification and flipped classroom, it was performed a case study which main purpose was to identify and analyze how students react to the use of educational games as diagnostic or formative evaluation. Many tools were evaluated, but only four were chosen, which were: Kahoot!, Socrative, Quizizz and Nearpods. Subsequently, these tools were distributed to the third year of the course of management degree through Google Classroom and shared with other professors of the European community through the platform AduLeT (Advanced use of Learning Technologies in Higher Education). That contributed to share and reuse strategies to face the world’s current scenario due to the COVID-19 pandemic. We can affirm henceforth that all the use experiences, which related a learning method with one of the tools referred, showed satisfactory results involving a greater dynamic and interest during the classes.application/pdfpt_PTA case study on the use of gamification in the flipped classroomMorais, LeticiaPersonalGonçalves, VitorDSpacehttp://dspace.org/items/51ba4541-fca8-4932-ac25-2fe98006bdb9DSpacehttp://dspace.org/items/51ba4541-fca8-4932-ac25-2fe98006bdb9GonçalvesVítorCiência IDhttps://www.ciencia-id.ptA310-FFD6-55A1ORCIDhttp://orcid.org0000-0002-0645-6776Assis, Lilian BambirraHostingInstitutionOrganizationalBiblioteca Digital do IPBe-mailmailto:dspace@ipb.ptdspace@ipb.ptISBNIsPartOf978-989-54659-1-0DOIIsPartOf10.23919/CISTI52073.2021.94762572021-10-06T09:44:03Z20212021-01-01T00:00:00ZHandlehttp://hdl.handle.net/10198/23967http://purl.org/coar/access_right/c_abf2open accessGamificationFllipped classGame-based learning7785073 bytesother research producthttp://purl.org/coar/resource_type/c_5794conference paper2021http://creativecommons.org/licenses/by/4.0/http://purl.org/coar/access_right/c_abf2application/pdffulltexthttps://bibliotecadigital.ipb.pt/bitstreams/a35425ca-5d93-4432-87cd-2834deb8b8d8/download16th Iberian Conference on Information Systems and Technologies16Chaves
spellingShingle A case study on the use of gamification in the flipped classroom
Morais, Leticia
Gamification
Fllipped class
Game-based learning
status SINGLETON
subject.fl_str_mv Gamification
Fllipped class
Game-based learning
title A case study on the use of gamification in the flipped classroom
title_full A case study on the use of gamification in the flipped classroom
title_fullStr A case study on the use of gamification in the flipped classroom
title_full_unstemmed A case study on the use of gamification in the flipped classroom
title_short A case study on the use of gamification in the flipped classroom
title_sort A case study on the use of gamification in the flipped classroom
topic Gamification
Fllipped class
Game-based learning
topic_facet Gamification
Fllipped class
Game-based learning
url http://hdl.handle.net/10198/23967
visible 1