About this paper

Appears in:
Pages: 7778-7781
Publication year: 2016
ISBN: 978-84-608-5617-7
ISSN: 2340-1079
doi: 10.21125/inted.2016.0832

Conference name: 10th International Technology, Education and Development Conference
Dates: 7-9 March, 2016
Location: Valencia, Spain

GAMIFICATION AS A STRATEGY TO ENHANCE FLIPPED CLASSROOM

T. Matsumoto

Kanto Gakuin University (JAPAN)
The flipped classroom is an inverted version of the traditional learning model. On the one hand, the flipped classroom is still at the early stage in Japan. As a reason for this might be the lack of good quality electronic learning materials and teaching method. This paper presents a review of an instructional design framework of "flipped classroom on the basis of gamification". Recently, growing attention has been paid to game-informed education. Gamification is one form of the above game-informed education. Gamification is a new coinage. We use of game design elements in non-game contexts. It means an implementation and use of game design elements and techniques. It is necessary to consider uses of gamification according to the varying needs of learners. Furthermore, usefulness of gamification is shown in some studies. However, gamification is not necessarily beneficial for all learners. Therefore, "flipped classroom based on gamification" is helpful in improving learners' understanding level and motivation.

@InProceedings{MATSUMOTO2016GAM,
author = {Matsumoto, T.},
title = {GAMIFICATION AS A STRATEGY TO ENHANCE FLIPPED CLASSROOM},
series = {10th International Technology, Education and Development Conference},
booktitle = {INTED2016 Proceedings},
isbn = {978-84-608-5617-7},
issn = {2340-1079},
doi = {10.21125/inted.2016.0832},
url = {http://dx.doi.org/10.21125/inted.2016.0832},
publisher = {IATED},
location = {Valencia, Spain},
month = {7-9 March, 2016},
year = {2016},
pages = {7778-7781}}
TY - CONF
AU - T. Matsumoto
TI - GAMIFICATION AS A STRATEGY TO ENHANCE FLIPPED CLASSROOM
SN - 978-84-608-5617-7/2340-1079
DO - 10.21125/inted.2016.0832
PY - 2016
Y1 - 7-9 March, 2016
CI - Valencia, Spain
JO - 10th International Technology, Education and Development Conference
JA - INTED2016 Proceedings
SP - 7778
EP - 7781
ER -
T. Matsumoto (2016) GAMIFICATION AS A STRATEGY TO ENHANCE FLIPPED CLASSROOM, INTED2016 Proceedings, pp. 7778-7781.
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