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Ain shams filp_gamif_jtp


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Conference at the TAM in Ain Shams University, Cairo, organised by SPHERE and HERE Egypt

Published in: Education
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Ain shams filp_gamif_jtp

  1. 1. Two methodological trends: flipped classroom and gamification Joan-Tomàs Pujolà Ain Shams University, Thursday 25th of July 2019
  2. 2. content ⇲ flipped classroom ⇲ defining ⇲ tools & apps ⇲ advice ⇲ gamification ⇲ defining ⇲ motivation & flow ⇲ elements: DMC ⇲ type of players ⇲ advice
  3. 3. flipped classroom
  4. 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.
  5. 5. flipped learning • Flexible Environment • Learning Culture • Intentional Content • Professional Educator Hamdan, et al (2013) A Review of Flipped Learning. Flipped Learning Network
  6. 6. compare: traditional & flipped
  7. 7. can we use it for every subject?
  8. 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:
  9. 9. tools & apps
  10. 10. platforms moodle edmodo Google classroom
  11. 11. content curation v Pocket v Pearltrees v Scoop-it v Diigo v Feedly v Symbaloo
  12. 12. searching information v Google vYouTube /TEDs vWikipededia v CC search
  13. 13. screencasting -
  14. 14. presentations
  15. 15. interactivity interactive videos
  16. 16. gamified tests
  17. 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
  18. 18. gamification
  19. 19. gamification: definition the application of game elements and digital game design techniques to non- game contexts Werbach y Hunter (2012)
  20. 20. gamification: example
  21. 21. gamified daily tasks
  22. 22. gamified learning apps
  23. 23. Andrezej Marczew, 2015 game-like experiences
  24. 24. serious games Negotiation and Conflict ResolutionGeometry
  25. 25. objectives of gamification to engage people, to motivate action, to promote learning, and to solve problems Kapp (2012)
  26. 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.
  27. 27. flow Mihaly Csikszentmihalyi Flow: the psychology of optimal experience. 1991. Source:
  28. 28. elements of gamification Werbach & Hunter(2012)
  29. 29. analysing DMC
  30. 30. points, badges & leaderboards (PBL)
  31. 31. players – build up a balanced gamified system Andrezej Marczew, 2016 ch?v=kUhqPUoSU_s
  32. 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
  33. 33. Thank you ‫ﺷ‬‫ﻜ‬‫ﺮ‬‫ا‬‫ﺟ‬‫ﺰ‬‫ﯾ‬‫ﻼ‬ Joan-Tomàs Pujolà Ain Shams University, Thursday 25th of July 2019