Classroom 4.0 – A remote teaching proposal based on flipped classroom, gamification, and PBL

Authors

  • João Lucas dos Santos Oliveira Universidade Federal de Goiás
  • Priscila da Silva Neves Lima Universidade Federal de Goiás
  • Cedric Luiz de Carvalho Universidade Federal de Goiás
  • Amanda Vitória Silva Fonseca Instituto Nordeste de Educação Superior e Pós-Graduação

DOI:

https://doi.org/10.5753/rbie.2020.28.0.909

Keywords:

Flipped-Classroom, Gamification, PBL

Abstract

Increasing technological advances and easy access to new technologies have led to significant changes in society that are now reflected in education. In order to improve the learning process and the best teaching methodologies, this article presents the use of flipped classroom techniques, project-based learning, group work and gamification in an Artificial Intelligence course. The proposed methodology was achieved through three different approaches in Computer Science courses for higher education students. The changes were defined by a feedback process from students from different groups, who pointed out the strengths and weaknesses of the approach adopted. A fourth approach is suggested in order to meet the demand for remote classes during the pandemic period, which was only possible through the experiences obtained in previous approaches. Preliminary results showed an improvement in students’ grades, in addition to stimulating critical thinking and the use of theoretical concepts in solving practical problems during classes, improving the use of first-order thoughts, as defined by Bloom’s Taxonomy. The results are encouraging and have allowed us to rethink how the new generation of students is learning and the best practices for building knowledge in classroom.

Downloads

Download data is not yet available.

References

Acosta, O. C. (2016). Recomendação de conteúdo em um ambiente colaborativo de aprendizagem baseada em projetos (Doctoral thesis, UFRGS, Rio Grande do Sul, Brazil). Disponível em http://hdl.handle.net/10183/148295. [GS Search]

Adams, N. E. (2015). Bloom’s taxonomy of cognitive learning objectives. Journal of the Medical Library Association: JMLA, 103(3), 152. doi: 10.3163/1536-5050.103.3.010 [GS Search]

Akçayır, G., & Akçayır, M. (2018). The flipped classroom: A review of its advantages and challenges. Computers & Education, 126, 334-345. doi: 10.1016/j.compedu.2018.07.021 [GS Search]

Alves, f. (2015). Gamification; Como criar experiências de aprendizagem engajadoras (2nd ed.). São Paulo, São Paulo: DVS Editora.

Ambrósio, A. P. L., & Costa, F. M. (2010, March). Evaluating the impact of PBL and tablet PCs in an algorithms and computer programming course. In Proceedings of the 41st ACM technical symposium on Computer science education (pp. 495-499). doi: 10.1145/1734263.1734431 [GS Search]

Anazifa, R., & Djukri, D. (2017). Project-based learning and problem-based learning: Are they effective to improve student’s thinking skills? Jurnal Pendidikan IPA Indonesia, 6(2), 346– 355. [GS Search]

Araujo, P., Viana, W., Veras, N., & de Castro Filho, J. A. (2018, October). Aprendizagem Adaptativa em Aulas Invertidas de Sistemas Distribuídos: um estudo de caso apoiado no G Suite. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) (Vol. 29, No. 1, p. 328). doi: 10.5753/cbie.sbie.2018.328 [GS Search]

Argaw, A. S., Haile, B. B., Ayalew, B. T., & Kuma, S. G. (2017). The effect of problem based learning (pbl) instruction on students’ motivation and problem solving skills of physics. EURASIA Journal of Mathematics Science and Technology Education, 13(3), 857–871. doi: 10.12973/eurasia.2017.00647a [GS Search]

Baepler, P., Walker, J., & Driessen, M. (2014). It’s not about seat time: Blending, flipping, and efficiency in active learning classrooms. Computers & Education, 78, 227–236. doi: 10.1016/j.compedu.2014.06.006 [GS Search]

Barrows, H. S., Tamblyn, R. M., et al. (1980). Problem-based learning: An approach to medical education (Vol .1). New York. Springer Publishing Company. [GS Search]

Bell, S. (2010). Project-based learning for the 21st century: Skills for the future. The Clearing House: A Journal of Educational Strategies, Issues and Ideas, 83(2), 39-43. doi: 10.1080/00098650903505415 [GS Search]

Bergmann, J., & Sams, A. (2012). Flip your classroom: Reach every student in every class every day. International society for technology in education. Washington, DC. [GS Search]

Berrett, D. (2012). How ‘flipping’ the classroom can improve the traditional lecture. The chronicle of higher education, 12(19), 1–3. Disponível em [Link] [GS Search]

Bloom, B. S., Hastings, J. T., & Madaus, G. F. (1971). Handbook on formative and summative evaluation of student learning. New York: McGraw-Hill. Disponível em [Link] [GS Search]

Brown, J. F., & Marshall, B. L. (2008). Continuous quality improvement: An effective strategy for improvement of program outcomes in a higher education setting (Vol. 29). Nursing Education Perspectives, 29(4), 205-211. [GS Search]

Carter, M. (2009). Visible learning: a synthesis of over 800 meta-analyses relating to achieve- ment. Educational Psychology, 29(7), 867-869. doi: 10.1080/01443410903415150 [GS Search]

Conklin, J. (2005). A taxonomy for learning, teaching, and assessing: A revision of bloom’s taxonomy of educational objectives complete edition. Educational Horizons, 83(3), 154-159. Retrieved October 23, 2020. Disponível em [Link] [GS Search]

De Grazia, J. L., Falconer, J. L., Nicodemus, G., & Medlin, W. (2012, June). Incorporating screencasts into chemical engineering courses. In 2012 ASEE Annual Conference & Exposition (pp. 25-762). doi: 10.18260/1-2--21519 [GS Search]

Ergül, N. R., & Kargın, E. K. (2014). The effect of project based learning on students’ science success. Procedia-Social and Behavioral Sciences, 136, 537-541. Disponível em [Link] doi: 10.1016/j.sbspro.2014.05.371 [GS Search]

Ferraz, A. P. d. C. M., & Belhot, R. V. (2010). Taxonomia de bloom: revisão teórica e apresentação das adequações do instrumento para definição de objetivos instrucionais. Gestão & Produção, 17(2), 421–431. doi: 10.1590/S0104-530X2010000200015 [GS Search]

Galhardi, A. C., & Azevedo, M. M. D. (2013, October). Avaliações de aprendizagem: o uso da taxonomia de Bloom. In Anais do VII Workshop Pós-graduação e Pesquisa do Centro Paula Souza, São Paulo (Vol. 1, No. 1, pp. 237-247). Disponível em [Link] [GS Search]

Gibbons, T. E. (2013, October). COR: a new course framework based on elements of game design. In Proceedings of the 14th annual ACM SIGITE conference on Information technology education (pp. 77-82). doi: 10.1145/2512276.2512292 [GS Search]

Govindaraj, A., & Silverajah, V. G. (2017, December). Blending Flipped Classroom and Station Rotation Models in Enhancing Students' Learning of Physics. In Proceedings of the 2017 9th International Conference on Education Technology and Computers (pp. 73-78). doi: 10.1145/3175536.3175543 [GS Search]

Hertz, M. (2010, March). What do" CS1" and" CS2" mean? Investigating differences in the early courses. In Proceedings of the 41st ACM technical symposium on Computer science education (pp. 199-203). doi: 10.1145/1734263.1734335 [GS Search]

Jong, M. S. Y. (2017). Empowering students in the process of social inquiry learning through flipping the classroom. Journal of Educational Technology & Society, 20(1), 306-322. Disponível em [Link] [GS Search]

Khan, M., Hossain, S., & Abdou, B. (2020). Flipped Classroom: How Institutions of Higher Education (HEIs) of Bangladesh Could Move Forward During Covid-19 Pandemic. Social Sciences Humanities Open. doi: 10.2139/ssrn.3615400 [GS Search]

Koh, J. H. L. (2019). Four pedagogical dimensions for understanding flipped classroom practices in higher education: A systematic review. Educational Sciences: Theory & Practice, 19(4), 14-33. doi: 10.12738/estp.2019.4.002 [GS Search]

Lai, C.-L., & Hwang, G.-J. (2016). A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course. Computers & Education, 100, 126–140. doi: 10.1016/j.compedu.2016.05.006 [GS Search]

Latulipe, C., Long, N. B., & Seminario, C. E. (2015, February). Structuring flipped classes with lightweight teams and gamification. In Proceedings of the 46th ACM Technical Symposium on Computer Science Education (pp. 392-397). doi: 10.1145/2676723.2677240 [GS Search]

Lo, C. K., & Hew, K. F. (2017). A critical review of flipped classroom challenges in K-12 education: Possible solutions and recommendations for future research. Research and practice in technology enhanced learning, 12(1), 4. doi: 10.1186/s41039-016-0044-2 [GS Search]

Mason, G. S., Shuman, T. R., & Cook, K. E. (2013). Comparing the effectiveness of an inverted classroom to a traditional classroom in an upper-division engineering course. IEEE transactions on education, 56(4), 430-435. doi: 10.1109/TE.2013.2249066 [GS Search]

Mokmin, N. A. M., Masood, M., & Osman, S. Z. (2019, March). The Adoption of Flipped Classroom Model for Malaysian TVET Institutions. In Proceedings of the 2019 7th International Conference on Information and Education Technology (pp. 204-208). doi: 10.1145/3323771.3323781 [GS Search]

Munir, M. T., Baroutian, S., Young, B. R., & Carter, S. (2018). Flipped classroom with cooperative learning as a cornerstone. Education for Chemical Engineers, 23, 25-33. doi: 10.1016/j.ece.2018.05.001 [GS Search]

Naw, N. (2020). Designing a flipped classroom for myanmar universities during covid-19 crisis. Arts Science Engineering, Economic and Education, 1. Disponível em [Link]

Nicésio, A., Almeida, M. B. d., & Conceição, L. M. d. Políticas públicas na educação básica. Ed. S.A, Londrina, 2015. Editora e Distribuidora Educacional S.A. Disponível em [Link]

Nuutila, E., Törmä, S., & Malmi, L. (2005). Pbl and computer programming—the seven steps method with adaptations. Computer Science Education, 15(2), 123–142. doi: 10.1080/08993400500150788 [GS Search]

O’Flaherty, J., & Phillips, C. (2015). The use of flipped classrooms in higher education: A scoping review. The internet and higher education, 25, 85–95. doi: 10.1016/j.iheduc.2015.02.002 [GS Search]

de Souza Ortiz, J. O., & Dorneles, A. M. (2018). Uso da taxonomia de Bloom digital gamificada em atividades coletivas no ensino de química: reflexões teóricas e possibilidades. Revista Eletrônica Ludus Scientiae, 2(2). doi: 10.30691/relus.v2i2.1475 [GS Search]

Paschoal, L. N., Silva, L., & Souza, S. (2017, October). Abordagem flipped classroom em comparação com o modelo tradicional de ensino: uma investigação empírica no âmbito de teste de software. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) (Vol. 28, No. 1, p. 476). doi: 10.5753/cbie.sbie.2017.476 [GS Search]

Pierce, R., & Fox, J. (2012). Vodcasts and active-learning exercises in a "flipped classroom" model of a renal pharmacotherapy module. American journal of pharmaceutical education, 76(10). doi: 10.5688/ajpe7610196 [GS Search]

Rahman, A. A., Aris, B., Mohamed, H., & Zaid, N. M. (2014, December). The influences of flipped classroom: A meta analysis. In 2014 IEEE 6th Conference on Engineering Education (ICEED) (pp. 24-28). IEEE. doi: 10.1109/ICEED.2014.7194682 [GS Search]

Rutherfoord, R. H., & Rutherfoord, J. K. (2013, October). Flipping the classroom: Is it for you?. In Proceedings of the 14th annual ACM SIGITE conference on Information technology education (pp. 19-22). doi: 10.1145/2512276.2512299 [GS Search]

Sappington, J., Kinsey, K., & Munsayac, K. (2002). Two studies of reading compliance among college students. Teaching of Psychology, 29(4), 272–274. doi: 10.1207/S15328023TOP2904_02 [GS Search]

Savi, R., & Ulbricht, V. R. (2008). Jogos digitais educacionais: benefícios e desafios. RENOTE-Revista Novas Tecnologias na Educação, 6(1). Disponível em [Link] [GS Search]

Solomon, G. (2003). Project-based learning: A primer. TECHNOLOGY AND LEARNING- DAYTON-, 23(6), 20–20. Disponível em [Link] [GS Search]

Sun, J. C. Y., Wu, Y. T., & Lee, W. I. (2017). The effect of the flipped classroom approach to OpenCourseWare instruction on students’ self‐regulation. British Journal of Educational Technology, 48(3), 713-729. doi: 10.1111/bjet.12444 [GS Search]

Waller, M. A., & Fawcett, S. E. (2013). Data science, predictive analytics, and big data: a revolution that will transform supply chain design and management. Journal of Business Logistics, 34(2), 77–84. doi: 10.1111/JBL.12010 [GS Search]

Werbach, K., & Hunter, D. (2015). The gamification toolkit: dynamics, mechanics, and components for the win. Wharton School Press.

WHO. (2020). Coronavirus disease (COVID-19) pandemic. Disponível em [Link]

Wolf, A., Wilhelm-Weidner, A., & Nestmann, U. (2018). A case study of flipped classroom for automata theory in secondary education. Proceedings of the 13th Workshop in Primary and Secondary Computing Education on - WiPSCE '18. doi: 10.1145/3265757.3265780 [GS Search]

Zhang, D., Zhou, L., Briggs, R. O., & Nunamaker Jr, J. F. (2006). Instructional video in e- learning: Assessing the impact of interactive video on learning effectiveness. Information & management, 43(1), 15–27. doi: 10.1016/j.im.2005.01.004 [GS Search]

Published

2020-12-14

How to Cite

OLIVEIRA, J. L. dos S.; LIMA, P. da S. N.; DE CARVALHO, C. L.; FONSECA, A. V. S. Classroom 4.0 – A remote teaching proposal based on flipped classroom, gamification, and PBL. Brazilian Journal of Computers in Education, [S. l.], v. 28, p. 909–933, 2020. DOI: 10.5753/rbie.2020.28.0.909. Disponível em: https://journals-sol.sbc.org.br/index.php/rbie/article/view/4227. Acesso em: 7 jul. 2024.

Issue

Section

Special Issue :: Virtual and Technological Education in Pandemic times

Most read articles by the same author(s)