Playing in the Classroom: A Game Proposal for the Flipped Classroom

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Date
2020
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Journal ISSN
Volume Title
Publisher
IEEE
Abstract
Today, gamification is a topic that is taking hold in the educational context. Institutions of Higher Education (IES) have maintained the master class as a traditional teaching method, where the teacher is the center of the learning process and his main function is to transmit information within the classroom. However, thanks to technology, didactic technological tools are currently being included to transform learning spaces and reduce low rates of academic performance. IES have begun to configure new hybrid learning environments, where they seek to incorporate gamification to motivate and keep students engaged during their learning inside and outside the classroom. The objective of this work is to present a game proposal that will be adapted in the context of a flipped class. For this, a board game is proposed that will include gamification elements, where it will seek to promote student motivation and observe the impact produced on their learning. Finally, the result was useful theoretical foundations that allow to promote the use of gamification in hybrid learning environments, to later develop an efficient and effective gamified application that helps increase student motivation.
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Keywords
Education, Games, Transforms, Tools, Proposals, Hybrid learning, Online services
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