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

dc.contributor.authorMorais, Leticia
dc.contributor.authorGonçalves, Vitor
dc.contributor.authorAssis, Lilian Bambirra
dc.date.accessioned2021-10-06T09:44:03Z
dc.date.available2021-10-06T09:44:03Z
dc.date.issued2021
dc.description.abstractThe 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.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationMorais, Leticia; Gonçalves, Vitor; Assis, Lilian Bambirra de (2021). A case study on the use of gamification in the flipped classroom. In 16th Iberian Conference on Information Systems and Technologies (CISTI). Chaves: IEEE Computer Society. p. 1-6. ISBN 978-989546591-0pt_PT
dc.identifier.doi10.23919/CISTI52073.2021.9476257pt_PT
dc.identifier.isbn978-989-54659-1-0
dc.identifier.urihttp://hdl.handle.net/10198/23967
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherIEEE Computer Societypt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectGamificationpt_PT
dc.subjectFllipped classpt_PT
dc.subjectGame-based learningpt_PT
dc.titleA case study on the use of gamification in the flipped classroompt_PT
dc.typeconference paper
dspace.entity.typePublication
oaire.citation.conferencePlaceChavespt_PT
oaire.citation.endPage6pt_PT
oaire.citation.startPage1pt_PT
oaire.citation.title16th Iberian Conference on Information Systems and Technologiespt_PT
person.familyNameGonçalves
person.givenNameVítor
person.identifier.ciencia-idA310-FFD6-55A1
person.identifier.orcid0000-0002-0645-6776
rcaap.rightsopenAccesspt_PT
rcaap.typeconferenceObjectpt_PT
relation.isAuthorOfPublication51ba4541-fca8-4932-ac25-2fe98006bdb9
relation.isAuthorOfPublication.latestForDiscovery51ba4541-fca8-4932-ac25-2fe98006bdb9

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