Enhancing education and training through data-driven adaptive problem-based Flipped Classrooms with gamification
Enhancing education and training through data-driven adaptive problem-based Flipped Classrooms with gamification
Muriel Gaelle Algayres
Abstract
"The purpose of this PhD thesis is to investigate the potential of expanding the Flipped Classroom model by structuring it around Problem-based learning and supporting it with Learning Analytics and Gamification. We considered if we could build a pedagogical model that would support student performance and motivation while improving on the Flipped Classroom model. We evaluated this model and, in addition, tested it under different modes of eLearning delivery. Active learning and the principles of Flipped learning, valuing a student-centered, hands-on, collaborative approach, have become more and more commonplace as challenges in education evolve with massification of teaching and increased reliance on technology. The Flipped Classroom was one of the foremost pedagogical models that supported these changes but there has been little evolution outside of the core tenets of the models. As the need for stimulating eLearning and flexibility in learning are ever increasing, there is an incentive to improve on Active learning and the Flipped classroom model to support its use in the most efficient way. This investigation was conducted in different phases: an analysis of the Flipped Classroom model, the design of the pedagogical model from early drafts to the final version incorporating a complete educational framework, implantation and testing of the model, and adaptation to different modes of online learning. Implementation and testing were conducted over two semesters in Spring and Fall 2021, using mixed methods to map the students’ learning experience and evaluate the pertinence of the proposed pedagogical model. The findings indicate that the data-driven problem-based Flipped Classroom, supported by gamification, is a relevant educational model that is flexible and can easily be adapted for different subjects and online learning contexts, with the potential to support more endeavors into transdisciplinary learning. It emphasizes that students benefit from consistent preparation outside of class, and dynamic interactions inside of class, but that they are also appreciating more and more the flexibility that goes with hybrid and blended modes of learning. It calls to attention the potential to use Flipped learning in a context of increased need for flexibility, and that the core issues of technological stability, clear objectives and sustained motivation remain the main challenges moving forward."
Reference
Algayres, M. G. (2022). Enhancing education and training through data-driven adaptive problem-based Flipped Classrooms with gamification. https://vbn.aau.dk/ws/portalfiles/portal/549498369/PHD_MGA.pdf
Keywords
game, learning, classroom