Research Article
Gamified Flipped Classrooms
@INPROCEEDINGS{10.4108/eai.8-9-2023.2340009, author={Yanwen Wang and Minghui Luo and Mingjie Du and Fu Xie}, title={Gamified Flipped Classrooms}, proceedings={Proceedings of the 4th International Conference on Modern Education and Information Management, ICMEIM 2023, September 8--10, 2023, Wuhan, China}, publisher={EAI}, proceedings_a={ICMEIM}, year={2023}, month={11}, keywords={gamified flipped classrooms; secondary vocational education; engagement; flow experience}, doi={10.4108/eai.8-9-2023.2340009} }
- Yanwen Wang
Minghui Luo
Mingjie Du
Fu Xie
Year: 2023
Gamified Flipped Classrooms
ICMEIM
EAI
DOI: 10.4108/eai.8-9-2023.2340009
Abstract
In order to improve the learning efficiency of students and the teaching effect of teachers, the teaching mode of flipped classroom has always been widely loved by teachers and students, but there are also some problems, such as students' enthusiasm is not high, and they do not really improve their abilities, which is more obvious in secondary vocational education. Gamified teaching is an innovation, so this paper uses flow experience as the theoretical basis, quizziz and Chinese university MOOC as a platform to explore the combination of games and flipped classrooms to solve these problems. In the course "Fundamentals of Web Design", two teaching models are adopted: traditional flipped classroom and gamified flipped classroom. Finally, research proves that gamified flipped classrooms can increase student engagement, ensure student agency, and improve students' abilities.