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Gamification in a Flipped Classroom : Pedagogical Methods and Best Practices
Gamification in a Flipped Classroom : Pedagogical Methods and Best Practices
Autore Zainuddin Zamzami
Edizione [1st ed.]
Pubbl/distr/stampa Singapore : , : Springer Singapore Pte. Limited, , 2024
Descrizione fisica 1 online resource (212 pages)
Altri autori (Persone) ChuSamuel Kai Wah
PereraCorinne Jacqueline
ISBN 981-9722-19-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword by Michael Sailer -- Foreword by Rebecca Reynolds -- References -- Preface -- Contents -- 1 Introduction -- 1.1 Executive Summary -- 1.2 Mission and Objectives -- 1.3 Aim and Purpose -- 1.4 Primary Readership -- 1.4.1 Educational Researchers and Research Students -- 1.4.2 Educational Practitioners -- 1.4.3 Instructional Designers -- 1.5 Educational Resource for Researchers and Practitioners -- 1.6 Reader's Guide -- 1.7 Background Information About the Topic -- 1.7.1 Flipped Classroom -- 1.7.2 Gamification -- 1.7.3 Gamification in a Flipped Classroom -- 1.8 Practical and Theoretical Contribution of the Book -- 1.9 Overall Structure and Key Components -- References -- 2 Flipped Classroom -- 2.1 The Evolution of Flipped Classrooms -- 2.1.1 Different Types of Flipped Classroom Implementation -- 2.1.2 Innovative Flipped Classroom Practices Merged with Other Instructional Approaches -- 2.2 Theories and Illustrations of the Flipped Classroom Model -- 2.2.1 Constructivism -- 2.2.2 Self-Determination Theory -- 2.2.3 Social Learning Theory -- 2.2.4 Cognitive Load Theory -- 2.2.5 Fitting with the Revised Bloom's Taxonomy -- 2.3 Pairing Flipped Classrooms with Technologies -- 2.4 Practical Knowledge About Evidence-Based Flipped Classrooms -- 2.4.1 Active Learning in the Flipped Classroom -- 2.4.2 Keeping Students Engaged in the Flipped Classroom -- 2.4.3 Flipped Classroom in a Low-Tech Setting -- 2.4.4 Flipped Classroom Implementations for Higher Education and K-12 -- 2.5 Assessment System Catered for Flipped Classrooms -- 2.5.1 Pre-formative Assessments -- 2.5.2 Post-formative Assessments -- 2.5.3 Summative Assessment -- 2.6 Challenges and Barriers of Flipped Classroom Implementation -- References -- 3 Gamification in Education -- 3.1 The Pivotal Role of Gamification in Education -- 3.1.1 Gamification in Education.
3.1.2 Game-Based Learning -- 3.1.3 Serious Games -- 3.1.4 Long History of Gamification -- 3.2 Theoretical Perspective of Gamified Learning -- 3.2.1 Self-Determination Theory -- 3.2.2 Flow Theory -- 3.2.3 The Goal-Setting Theory -- 3.2.4 Cognitive Evaluation Theory -- 3.2.5 Cognitive Load Theory -- 3.2.6 Behavior Reinforcement Theory -- 3.2.7 Self-Efficacy Theory -- 3.2.8 Self-Regulated Learning Theory -- 3.2.9 Social Cognitive Theory -- 3.2.10 Engagement Theory -- 3.3 Gamification Elements for Active Learning Solutions -- 3.3.1 Dynamics -- 3.3.2 Mechanics -- 3.3.3 Components -- 3.4 Harnessing the Potential of Gamification for Learning: Intrinsic Versus Extrinsic Motivation Explained -- 3.4.1 Intrinsic Motivation -- 3.4.2 Extrinsic Motivation -- 3.5 Evidence-Based Gamification Practices that Stimulate Learning and Response -- 3.5.1 Motivation and Engagement in Gamification -- 3.5.2 Learning Achievement with Gamification -- 3.5.3 Interaction and Social Connections -- 3.5.4 Short and Long Term Impacts of Gamification on Learning -- 3.6 Barriers and Limitations of Gamification in Education -- References -- 4 Gamification in the Flipped Classroom -- 4.1 Not Just Flipping the Class! Gamify Your Flipped Classroom! -- 4.1.1 Create a Storyline -- 4.1.2 Use Game Elements -- 4.1.3 Set Challenges -- 4.1.4 Encourage Collaboration Through Game Plays -- 4.1.5 Interactive Gamified Assessment -- 4.2 Gamified Edutainment for Stimulus Learning -- 4.2.1 Storytelling Videos -- 4.2.2 Humor Videos -- 4.2.3 Animation Videos -- 4.2.4 Interactive Games and Quizzes -- 4.2.5 Podcasts -- 4.2.6 Online Simulations and Virtual Environments -- 4.2.7 Virtual Reality -- 4.3 The Theoretical Illustration of Gamified Flipped Classrooms -- 4.3.1 Self-Determination Theory (SDT) -- 4.3.2 Flow Theory -- 4.3.3 Cognitive Load Theory -- 4.3.4 Social Learning Theory.
4.3.5 Social Constructivist Theory -- 4.4 Rethinking Assessment Techniques for Gamified Flipped Learning -- 4.4.1 Formative Assessments -- 4.4.2 Summative Assessments -- 4.4.3 Peer Assessment -- 4.4.4 Self-Assessment -- 4.4.5 Digital Badges -- 4.4.6 Leaderboards -- 4.4.7 Quests -- 4.4.8 Escape Rooms -- 4.4.9 Rubrics -- 4.4.10 Analytics -- 4.5 Evidence-Based Gamification Practices in the Flipped Classroom -- 4.6 Gamification Flipped Learning: Future Directions -- 4.6.1 Future Directions of Gamified Flipped Classroom Research -- 4.6.2 Challenges and Solutions -- References -- 5 Gamification Platforms for Flipped Learning Implementation -- 5.1 Scaling Up Educational Apps with Game Elements -- 5.1.1 Benefits of Gamification Apps for Flipped Learning -- 5.1.2 Series of Potential Gamification Apps for Flipped Learning Implementation -- 5.1.3 Popular Gamification Platforms in Learning and Instruction -- 5.2 Low-Cost Learning Solutions Enhancing Flipped Gamified Learning -- References -- 6 Summary and Conclusion -- 6.1 Flipped Classroom -- 6.2 Gamified Learning -- 6.3 Gamified Flipped Learning -- 6.4 Implications for Practitioners -- 6.5 Limitations of the Book -- 6.6 Recommendations for Future Research Directions -- References -- Index.
Record Nr. UNINA-9910855365303321
Zainuddin Zamzami  
Singapore : , : Springer Singapore Pte. Limited, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Information Literacy Education of Higher Education in Asian Countries [[electronic resource] /] / edited by Chao-Chen Chen, Mei-Ling Wang, Samuel Kai Wah Chu, Emi Ishita, Kulthida Tuamsuk, Mohamed Shuhidan Shamila
Information Literacy Education of Higher Education in Asian Countries [[electronic resource] /] / edited by Chao-Chen Chen, Mei-Ling Wang, Samuel Kai Wah Chu, Emi Ishita, Kulthida Tuamsuk, Mohamed Shuhidan Shamila
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (V, 153 p. 21 illus., 19 illus. in color.)
Disciplina 378
Collana Learning Sciences for Higher Education
Soggetto topico Education, Higher
Literacy
Educational technology
Higher Education
Digital Education and Educational Technology
Educació superior
Alfabetització informacional
Soggetto genere / forma Llibres electrònics
ISBN 981-9905-22-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1. Information Literacy Education in Digital Era -- Chapter 2. Revisiting the connotation and mode of information literacy education in universities from the "Information Literacy Framework for Higher Education” -- Chapter 3. Research Trends from a Decade for Information Literacy in Higher Education of Asia Countries -- Chapter 4. Project-based Learning Integrating into Information Literacy Instruction: National ChengChi University Case Study, Taiwan -- Chapter 5. Information Literacy training for doctoral students - Is this something outdated? -- Chapter 6. Information literacy education in Japanese higher education institutions: A case study of Kyushu University Library -- Chapter 7. Information Literacy Development in Higher Education in Thailand and Vietnam -- Chapter 8. Information Literacy Skills among Higher Education Institution Students in Malaysia.
Record Nr. UNINA-9910698642903321
Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui