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Gamification in A Flipped Classroom [electronic resource] : Pedagogical Methods and Best Practices / by Zamzami Zainuddin, Samuel Kai Wah Chu, Corinne Jacqueline Perera.

By: Contributor(s): Material type: TextPublisher: Singapore : Springer Nature Singapore : Imprint: Springer, 2024Edition: 1st ed. 2024Description: XVIII, 199 p. 23 illus., 12 illus. in color. online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9789819722198
Subject(s):
Additional physical formats: Printed edition:: No title; Printed edition:: No title; Printed edition:: No titleLOC classification:
  • LB1028.3
Online resources:
Contents:
Introduction -- Flipped Classroom -- Gamification in Education and Learning -- Gamification in the Flipped Classroom -- Gamification Platforms for Flipped Learning Implementation -- Summary and Conclusion.
In: Springer Nature eBookSummary: This book introduces to researchers and teaching practitioners the concept of gamification within a flipped classroom setting, which resonates with the best practices of flipped learning, gamified learning, and gamified flipped learning. The gamified flipped learning (flipped learning plus gamification) approach combines two emerging pedagogies into a single pedagogical form of instruction and serves as an alternative resolution to counter the challenges that arise from flipped learning and gamified learning as separate pedagogies. This book also examines assessment systems for flipped classrooms, showcases various examples of gamification in flipped classroom designs, and reviews educational applications containing game elements for a flipped classroom setting.
Item type: List(s) this item appears in: Titluri cărți electronice Springer Nature 2025 (10631 titluri)
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Introduction -- Flipped Classroom -- Gamification in Education and Learning -- Gamification in the Flipped Classroom -- Gamification Platforms for Flipped Learning Implementation -- Summary and Conclusion.

This book introduces to researchers and teaching practitioners the concept of gamification within a flipped classroom setting, which resonates with the best practices of flipped learning, gamified learning, and gamified flipped learning. The gamified flipped learning (flipped learning plus gamification) approach combines two emerging pedagogies into a single pedagogical form of instruction and serves as an alternative resolution to counter the challenges that arise from flipped learning and gamified learning as separate pedagogies. This book also examines assessment systems for flipped classrooms, showcases various examples of gamification in flipped classroom designs, and reviews educational applications containing game elements for a flipped classroom setting.

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