The Flipped Classroom Experience of Gamified

  • Matsumoto T
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Abstract

There has recently been growing interest in the area of gamification, the application of game ele-ments to non-game contexts. This concept has been put to use in several different fields, one such field being education. What is good about game-informed learning is that when conditions are sat-isfied, learners can enhance their intrinsic motivation towards goal achievement. For the purpose of the study, two types of discussion were utilized: gamification and flipped classroom. The flipped classroom used technology to access the lecture and other instructional resources outside the class-room. This paper proposes the flipped classroom support methods using the Gamification. In or-der to discuss the pros and cons of gamification of education, the authors conducted an experi-ment and questionnaire using flipped classroom with gamification elements for English as foreign language education. The results of this study particularly highlighted the importance of well-de-signed tutorial, task, interface and feedback for the effective game-based e-learning. It is an in-verted version of the traditional learning model.

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APA

Matsumoto, T. (2016). The Flipped Classroom Experience of Gamified. Creative Education, 07(10), 1475–1479. https://doi.org/10.4236/ce.2016.710152

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