4. the flipped classroom
is an instructional strategy and a type of blended
learning that reverses the traditional learning
environment by delivering instructional content,
often online, outside of the classroom. It moves
activities, including those that may have traditionally
been considered homework, into the classroom. In a
flipped classroom, students watch online lectures,
collaborate in online discussions, or carry out
research at home while engaging in concepts in the
classroom with the guidance of a mentor.
https://en.wikipedia.org/wiki/Flipped_classroom
5. flipped learning
• Flexible Environment
• Learning Culture
• Intentional Content
• Professional Educator
Hamdan, et al (2013) A Review of Flipped Learning.
Flipped Learning Network
7. can we use it for every subject?
http://viewpure.com/FAWidtL7pKE?start=0&end=0
8. some challenges
v there is a good chance that the students will be
unprepared
v make sure that the students understand the
expectations and have access to the necessary
technology to succeed
v it can be time consuming and tedious to create the
instructional videos or materials for a flipped class.
Some solutions to challenges: https://youtu.be/bwvXFlLQClU
17. advice
⇲ start small (one subject / one unit / one trimester) but do
not just do one class
⇲ negotiate the methodology with the students
⇲ think carefully about the sequencing of activities:
⇲ what is done at home and what in the class
⇲ the first task in class is to check homework
⇲ make sure all students have access to the technological
tools you want them to work with
25. objectives of gamification
to engage people,
to motivate action,
to promote learning, and
to solve problems
Kapp (2012)
26. flow
Being completely involved in an activity for its own
sake. The ego falls away.Time flies. Every action,
movement, and thought follows inevitably from the
previous one, like playing jazz.Your whole being is
involved, and you're using your skills to the utmost.
http://www.wired.com/1996/09/czik/
31. players – build up a balanced gamified system
Andrezej Marczew, 2016
https://www.youtube.com/wat
ch?v=kUhqPUoSU_s
32. ⇲ identify what you want to gamify (some difficult concept
to be learned, a complex learning unit, or a full term?)
⇲ define the learning objectives
⇲ plan which dynamics, mechanics and components will
be used
⇲ find a balance to meet the needs of the 6 general types
of players
advice