The present article corresponds to the result of an internship at the Polytechnic Institute of Bragança. After accomplishing a systematic literature review looking for the clarification of the main concepts of gamification and flipped classroom, it was performed a case study which main purpose was to identify and analyze how students react to the use of educational games as diagnostic or formative evaluation. Many tools were evaluated, but only four were chosen, which were: Kahoot!, Socrative, Quizizz and Nearpods. Subsequently, these tools were distributed to the third year of the course of management degree through Google Classroom and shared with other professors of the European community through the platform AduLeT (Advanced use of Lear...
Abstract: As today’s students are born into digital technologies, educators must adapt to the growin...
The scientific literature reveals the impact of applying game-based videos and gamification on under...
Gamification has been applied in different levels of education (elementary, high school, university)...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
For higher education, the question of how in-class activities can be supported in large lectures is ...
For higher education, the question of how in-class activities can be supported in large lectures is ...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
The use of the flipped classroom at HE has been very popular in recent years. However, recently a se...
Research background: The current classical education system also used at the University of Žilina ha...
The use of technology to engage students and to provide them with tools to study autonomously is inc...
We evaluated the use of gamification to facilitate a student- centered learning environment within a...
The online traditional and the online flipped classroom approaches have been adopted worldwide in hi...
New generations of students are highly involved with technology. Therefore, while coming to traditio...
The Flipped Classroom model is well known and recognized, and its popularity seems to keep increasi...
Using games for teaching-Learning include features that engage the learners. Gamified instruction bu...
Abstract: As today’s students are born into digital technologies, educators must adapt to the growin...
The scientific literature reveals the impact of applying game-based videos and gamification on under...
Gamification has been applied in different levels of education (elementary, high school, university)...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
For higher education, the question of how in-class activities can be supported in large lectures is ...
For higher education, the question of how in-class activities can be supported in large lectures is ...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
The use of the flipped classroom at HE has been very popular in recent years. However, recently a se...
Research background: The current classical education system also used at the University of Žilina ha...
The use of technology to engage students and to provide them with tools to study autonomously is inc...
We evaluated the use of gamification to facilitate a student- centered learning environment within a...
The online traditional and the online flipped classroom approaches have been adopted worldwide in hi...
New generations of students are highly involved with technology. Therefore, while coming to traditio...
The Flipped Classroom model is well known and recognized, and its popularity seems to keep increasi...
Using games for teaching-Learning include features that engage the learners. Gamified instruction bu...
Abstract: As today’s students are born into digital technologies, educators must adapt to the growin...
The scientific literature reveals the impact of applying game-based videos and gamification on under...
Gamification has been applied in different levels of education (elementary, high school, university)...