02845nam 22006015 450 991085536530332120250807143307.09789819722198981972219510.1007/978-981-97-2219-8(CKB)31801752100041(MiAaPQ)EBC31315473(Au-PeEL)EBL31315473(MiAaPQ)EBC31319802(Au-PeEL)EBL31319802(DE-He213)978-981-97-2219-8(OCoLC)1432598956(EXLCZ)993180175210004120240430d2024 u| 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierGamification in A Flipped Classroom Pedagogical Methods and Best Practices /by Zamzami Zainuddin, Samuel Kai Wah Chu, Corinne Jacqueline Perera1st ed. 2024.Singapore :Springer Nature Singapore :Imprint: Springer,2024.1 online resource (212 pages)9789819722181 9819722187 Introduction -- Flipped Classroom -- Gamification in Education and Learning -- Gamification in the Flipped Classroom -- Gamification Platforms for Flipped Learning Implementation -- Summary and Conclusion.This book introduces to researchers and teaching practitioners the concept of gamification within a flipped classroom setting, which resonates with the best practices of flipped learning, gamified learning, and gamified flipped learning. The gamified flipped learning (flipped learning plus gamification) approach combines two emerging pedagogies into a single pedagogical form of instruction and serves as an alternative resolution to counter the challenges that arise from flipped learning and gamified learning as separate pedagogies. This book also examines assessment systems for flipped classrooms, showcases various examples of gamification in flipped classroom designs, and reviews educational applications containing game elements for a flipped classroom setting.Educational technologyTeachingDigital Education and Educational TechnologyDidactics and Teaching MethodologyPedagogyEducational technology.Teaching.Digital Education and Educational Technology.Didactics and Teaching Methodology.Pedagogy.371.33Zainuddin Zamzami1737728Chu Samuel Kai Wah900716Perera Corinne Jacqueline1737729MiAaPQMiAaPQMiAaPQBOOK9910855365303321Gamification in a Flipped Classroom4159671UNINA