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A case study on the use of
gamification in the flipped classroom
Leticia Morais, CEFET-MG, Brazil
Vitor Gonçalves, CIEB, IPB, Portugal
Lilian Bambirra, CEFET-MG, Brazil
Objectives
1. To use the AduLeT platform (cop.adulet.eu) to collect information about
technologies, methods and usage experience.
2. To test game-based or similar interactive learning technologies.
3. To register the tools and experiences of using these technologies on the
AduLeT platform.
4. To produce learning objects in 4 technologies for 4 sessions of a
discipline.
5. To do a case study and register the experiences of using these
technologies on the AduLeT platform.
6. To map and verify the applicability of these tools in this COVID-19
Pandemic scenario.
Methodology
214 records identified due to the
research in the bibliometric data
from the Web of Science.
132 articles selected
69 articles selected
46 completed articles evaluated by
their eligibility.
Z studies included in the qualitative
synthesis.
X studies included in the qualitative
synthesis ( meta analysis).
83 articles deleted.
63 articles deleted.
17 articles deleted.
46 records evaluated
1 article selected from the Scopus.
Case study:
Data processing according
to Bardin (2006):
1. Pre-analysis;
2. Material exploration;
3. Treatment of results,
inference and
interpretation.
Systematic Literature Review (SLR)
Pre-analysis: class profile
● Management Course (ESTiG-IPB)
● 35 students;
● Third year.
How many students have
already had gamification
applied in the classroom:
No Yes
Exploration of the material: carrying out the sessions
1st session 2nd session
3rd session 4th session
Platform: Kahoot!
Mode: Synchronous
Platform: Quizizz
Mode: Synchronous
Platform: Nearpod
Mode: Synchronous
Platform: Socrative
Mode: Asynchronous
Kahoot! Quizizz
nearpod
Treatment of
results, inference
and interpretation
1. Motivation and
engagement
2. Educational perception
of students and teachers
3. Functional and technical
factors
1. Motivation and engagement
Student A
“I found it very interesting that we can learn in a different way but
more fun”
Teacher
"I didn't know this tools but I thought they are good applications to
captivate students in class"
2. Educational perception of students and teachers
What is your perception about the use of the tools/platforms for the criteria below:
Terrible Bad Not satisfactory Satisfactory Very Good Excellent
Good
Evaluate method Contribution to the
learning process
Means of learning the
dynamiccontent and
class strategy
Dynamic
1. interactivity
2. easy handling
3. visual resources
4. pedagogical potentiality
5. learning intuitiveness
6. dynamism
7. funniest learning
Comparing the criteria in the different platforms by students
2. Educational perception of students and teachers
None
3. Functional and technical factors
Tools or platforms
• Results were very satisfied (students and teacher perspetive)
• Classes became more interesting and dynamic.
• Possibility to enhance the academic community.
Why?
• Because one of the biggest challenges is centered in the students’
engagement difficulty during the classes.
• It is really inevitable the reinvention of the conventional
teaching-learning methods.
Conclusion
Vitor Gonçalves
Polytechnic Institute of Bragança
School of Education
www.vgportal.ipb.pt
pt.linkedin.com/in/vgportal
facebook.com/vgportal
twitter.com/vgportal
vg@ipb.pt
Thank you
Leticia Morais
Centro Federal de Educação Tecnológica de
Minas Gerais, Belo Horizonte, Brasil
leticiamorais7@yahoo.com.br
Lilian Bambirra de Assis
Centro Federal de Educação Tecnológica de
Minas Gerais, Belo Horizonte, Brasil
lilian@cefetmg.br

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256-gamification

  • 1. A case study on the use of gamification in the flipped classroom Leticia Morais, CEFET-MG, Brazil Vitor Gonçalves, CIEB, IPB, Portugal Lilian Bambirra, CEFET-MG, Brazil
  • 2. Objectives 1. To use the AduLeT platform (cop.adulet.eu) to collect information about technologies, methods and usage experience. 2. To test game-based or similar interactive learning technologies. 3. To register the tools and experiences of using these technologies on the AduLeT platform. 4. To produce learning objects in 4 technologies for 4 sessions of a discipline. 5. To do a case study and register the experiences of using these technologies on the AduLeT platform. 6. To map and verify the applicability of these tools in this COVID-19 Pandemic scenario.
  • 3. Methodology 214 records identified due to the research in the bibliometric data from the Web of Science. 132 articles selected 69 articles selected 46 completed articles evaluated by their eligibility. Z studies included in the qualitative synthesis. X studies included in the qualitative synthesis ( meta analysis). 83 articles deleted. 63 articles deleted. 17 articles deleted. 46 records evaluated 1 article selected from the Scopus. Case study: Data processing according to Bardin (2006): 1. Pre-analysis; 2. Material exploration; 3. Treatment of results, inference and interpretation. Systematic Literature Review (SLR)
  • 4. Pre-analysis: class profile ● Management Course (ESTiG-IPB) ● 35 students; ● Third year. How many students have already had gamification applied in the classroom: No Yes
  • 5. Exploration of the material: carrying out the sessions 1st session 2nd session 3rd session 4th session Platform: Kahoot! Mode: Synchronous Platform: Quizizz Mode: Synchronous Platform: Nearpod Mode: Synchronous Platform: Socrative Mode: Asynchronous Kahoot! Quizizz nearpod
  • 6. Treatment of results, inference and interpretation 1. Motivation and engagement 2. Educational perception of students and teachers 3. Functional and technical factors
  • 7. 1. Motivation and engagement Student A “I found it very interesting that we can learn in a different way but more fun” Teacher "I didn't know this tools but I thought they are good applications to captivate students in class"
  • 8. 2. Educational perception of students and teachers What is your perception about the use of the tools/platforms for the criteria below: Terrible Bad Not satisfactory Satisfactory Very Good Excellent Good Evaluate method Contribution to the learning process Means of learning the dynamiccontent and class strategy Dynamic
  • 9. 1. interactivity 2. easy handling 3. visual resources 4. pedagogical potentiality 5. learning intuitiveness 6. dynamism 7. funniest learning Comparing the criteria in the different platforms by students 2. Educational perception of students and teachers None
  • 10. 3. Functional and technical factors Tools or platforms
  • 11. • Results were very satisfied (students and teacher perspetive) • Classes became more interesting and dynamic. • Possibility to enhance the academic community. Why? • Because one of the biggest challenges is centered in the students’ engagement difficulty during the classes. • It is really inevitable the reinvention of the conventional teaching-learning methods. Conclusion
  • 12. Vitor Gonçalves Polytechnic Institute of Bragança School of Education www.vgportal.ipb.pt pt.linkedin.com/in/vgportal facebook.com/vgportal twitter.com/vgportal vg@ipb.pt Thank you Leticia Morais Centro Federal de Educação Tecnológica de Minas Gerais, Belo Horizonte, Brasil leticiamorais7@yahoo.com.br Lilian Bambirra de Assis Centro Federal de Educação Tecnológica de Minas Gerais, Belo Horizonte, Brasil lilian@cefetmg.br