Publicação
A case study on the use of gamification in the flipped classroom
| 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 |
| _version_ | 1867173048005689344 |
|---|---|
| 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. |
| dirty | 0 |
| eu_rights_str_mv | openAccess |
| format | conferencePaper |
| fulltext.url.fl_str_mv | https://bibliotecadigital.ipb.pt/bitstreams/a35425ca-5d93-4432-87cd-2834deb8b8d8/download |
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| identifier.url.fl_str_mv | http://hdl.handle.net/10198/23967 |
| instacron_str | ipb |
| institution | Instituto Politécnico de Bragança |
| instname_str | Instituto Politécnico de Bragança |
| language | eng |
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| network_name_str | Biblioteca Digital do IPB |
| oai_identifier_str | oai:bibliotecadigital.ipb.pt:10198/23967 |
| 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 |
| repository_id_str | urn:repositoryAcronym:ipb |
| service_str_mv | urn:repositoryAcronym:ipb |
| 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 |