TITLE:
The Flipped Classroom Experience of Gamified
AUTHORS:
Tae Matsumoto
KEYWORDS:
E-Learning, Gamification, Motivation, Flipped Classroom
JOURNAL NAME:
Creative Education,
Vol.7 No.10,
July
13,
2016
ABSTRACT: There has recently been growing interest in the area of gamification, the application of game elements to non-game contexts. This concept has been put to use in several different fields, one such field being education. What is good about game-informed learning is that when conditions are satisfied, learners can enhance their intrinsic motivation towards goal achievement. For the purpose of the study, two types of discussion were utilized: gamification and flipped classroom. The flipped classroom used technology to access the lecture and other instructional resources outside the class- room. This paper proposes the flipped classroom support methods using the Gamification. In order to discuss the pros and cons of gamification of education, the authors conducted an experiment and questionnaire using flipped classroom with gamification elements for English as foreign language education. The results of this study particularly highlighted the importance of well-de- signed tutorial, task, interface and feedback for the effective game-based e-learning. It is an inverted version of the traditional learning model.