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The gamification in online environments in the context of the Flipped Classroom

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Research into teaching and learning methodologies is intense and demonstrates the academic community’s unrelenting need to understand how people learn in a continuous effort to improve efficiency in the transmission of knowledge. Teachers are dealing with a growing disengagement of students in recent decades. In part, this is due to the increase in the spread of ICT technologies outside the classroom, particularly those supporting social networking and video games. New trends, such as gamification and flipped classroom, are emerging to try to find ways to stimulate increased student engagement and motivation. In this chapter, the authors present a critical reflection and field experiences, around the potential of joint implementation of gamification with flipped classroom, demonstrating possibilities of positive increment of efficiency and effectiveness of teaching and learning processes.

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Flipped classroom Team-Based Learning (TBL) SDT Gamification

Citation

Lopes, S. F. & Simões, J. M. (2022). The Gamification in Online Environments in the Context of the Flipped Classroom. In A. Lopes & F. Soares (Eds.), Online Distance Learning Course Design and Multimedia in E-Learning (pp. 165-187). IGI Global. https://doi.org/10.4018/978-1-7998-9706-4.ch007

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