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ACTION RESEARCH_JEZI
Jezi Veletta
Created on January 26, 2024
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Transcript
Action Research
Jezi Veleta
start
Outline
Research Question
observation
Plan
References
reflection
action
Research Question
How to improve active participacion through flipped classroom gamifyied activities.
plan
Research about flipped classroom & gamifying Materials available / Designing of materials Type of activities Topics/ abilities
References
References Al-Dosakee, K., & Ozdamli, F. (2021). Gamification in Teaching and Learning Languages: A Systematic Literature Review. Revista Romaneasca Pentru Educatie Multidimensionala, 13(2), 559–577. https://doi.org/10.18662/rrem/13.2/436 Mentions that gamification can be a useful tool for teaching and learning languages and can increase learners' motivation and turn learning into an enjoyable process.
Gamifying
turning activities into games
References
References Figueroa Flores, J. (2016). Gamification and Game-Based Learning: Two Strategies for the 21st Century Learner. World Journal of Educational Research, 3, 507. https://doi.org/10.22158/wjer.v3n2p507
Gamification as a concept, motivational theory, educational implications for integrating the strategy effectively, and current applications used.
Gamifying
turning activities into games
References
References Dicheva, Darina, Dichev, Christo, Agre, Gennady, & Angelova, Galia. (2015). Gamification in Education: A Systematic Mapping Study. Education Technology & Society, 18(3), 75–88.
Talks about the effects of using game elements in specific educational contexts. the effects of using game elements in specific educational contexts. Includes gamification design principles, game mechanics, context of applying gamification (type of application, educational level, and academic subject), implementation, and evaluation.
Type of activities
turning activities into games
References
References Candel, E. C., Agustín, M. P., & Ory, E. G. D. (2021). ICT and gamification experiences with CLIL methodology as innovative resources for the development of competencies in compulsory secondary education. Digital Education Review, 39, Article 39. https://doi.org/10.1344/der.2021.39.%p
Talks about a series of didactic and multimedia materials and gamification from a different perspective, in a parallel way to traditional teaching, since the implementation of strate-gies on Music through didactic resources, multimedia and application of ICT, provides the students significant and dynamic communication situations, fostering at the same time active, collaborative, dialogical and discovery learning, with the purpose of teaching in the knowledge, competences and abilities marked in the curriculum.
Materials
turning activities into games
References
References Flores, J. F. F. (2015). Using Gamification to Enhance Second Language Learning. Digital Education Review, 32–54. https://doi.org/10.1344/der.2015.27.32-54
Gamifying; active participation
Talks about Gamification and Game-Based Learning (GBL), and how these two approaches have been widely used based on the theoretical approach towards game design and the opportunity they bring for the learner to be engaged and motivated throughout instruction.
turning activities into games
references
Flipped Classroom
References Ma, Y., Wei, C., & Huang, F. (2024). A full-flipped classroom mode from the perspective of Junior High School English teachers. Heliyon, 10(2), e24864. https://doi.org/10.1016/j.heliyon.2024.e24864
Flipped classrooms have been shown to be an effective teaching mode that fosters students’ selflearning, stimulates learning motivation, and improves academic performance.
references
Flipped Classroom
References Ma, Y., Wei, C., & Huang, F. (2024). A full-flipped classroom mode from the perspective of Junior High School English teachers. Heliyon, 10(2), e24864. https://doi.org/10.1016/j.heliyon.2024.e24864
Talks about the use of flipped classroom in the learning process enhances students’ motivation and improves their academic performance.
references
ESL Classroom
References Yaccob, N. S., et al., (2022). Gamifying ESL Classrooms through Gamified Teaching and Learning. Arab World English Journal. https://eric.ed.gov/?id=EJ1362665er.2021.39.%p]
Explores the application of gamification or gamified learning in ESL teaching and learning.
Action
Collect / design material
selec a topic (s)
Provide access to materials/activities
Strucutre a learning path
Instruct Ss to play for a top score
Enquire about their score, how difficult it was, what they learnt, etc.
Classroom
Start the class and ask for examples or give the exercise using a communicative approach
Structure a learning path
Evaluate the topic
observation
Recollection of info
t-j
Ss
B & A
Students
Teacher Journal
Before & After
Survey at the end of the class [Ss]
Observation/ teacher journal
Analyze effectiveness [before vs after]
reflection
Enquire
Did it work?
What other activities/abilities can be applied?
What other topics can be used?
Would it work in another context?
Can it improve?
Got an idea?
Let the communication flow!
With Genially templates, you can include visual resources to wow your audience. You can also highlight a particular sentence or piece of information so that it sticks in your audience’s minds, or even embed external content to surprise them: Whatever you like! Do you need more reasons to create dynamic content? No problem! 90% of the information we assimilate is received through sight and, what’s more, we retain 42% more information when the content moves.
- Generate experiences with your content.
- It’s got the Wow effect. Very Wow.
- Make sure your audience remembers the message.
Got an idea?
Let the communication flow!
With Genially templates, you can include visual resources to wow your audience. You can also highlight a particular sentence or piece of information so that it sticks in your audience’s minds, or even embed external content to surprise them: Whatever you like! Do you need more reasons to create dynamic content? No problem! 90% of the information we assimilate is received through sight and, what’s more, we retain 42% more information when the content moves.
- Generate experiences with your content.
- It’s got the Wow effect. Very Wow.
- Make sure your audience remembers the message.
Got an idea?
Let the communication flow!
With Genially templates, you can include visual resources to wow your audience. You can also highlight a particular sentence or piece of information so that it sticks in your audience’s minds, or even embed external content to surprise them: Whatever you like! Do you need more reasons to create dynamic content? No problem! 90% of the information we assimilate is received through sight and, what’s more, we retain 42% more information when the content moves.
- Generate experiences with your content.
- It’s got the Wow effect. Very Wow.
- Make sure your audience remembers the message.
Got an idea?
Let the communication flow!
With Genially templates, you can include visual resources to wow your audience. You can also highlight a particular sentence or piece of information so that it sticks in your audience’s minds, or even embed external content to surprise them: Whatever you like! Do you need more reasons to create dynamic content? No problem! 90% of the information we assimilate is received through sight and, what’s more, we retain 42% more information when the content moves.
- Generate experiences with your content.
- It’s got the Wow effect. Very Wow.
- Make sure your audience remembers the message.
Got an idea?
Let the communication flow!
With Genially templates, you can include visual resources to wow your audience. You can also highlight a particular sentence or piece of information so that it sticks in your audience’s minds, or even embed external content to surprise them: Whatever you like! Do you need more reasons to create dynamic content? No problem! 90% of the information we assimilate is received through sight and, what’s more, we retain 42% more information when the content moves.
- Generate experiences with your content.
- It’s got the Wow effect. Very Wow.
- Make sure your audience remembers the message.
Got an idea?
Let the communication flow!
With Genially templates, you can include visual resources to wow your audience. You can also highlight a particular sentence or piece of information so that it sticks in your audience’s minds, or even embed external content to surprise them: Whatever you like! Do you need more reasons to create dynamic content? No problem! 90% of the information we assimilate is received through sight and, what’s more, we retain 42% more information when the content moves.
- Generate experiences with your content.
- It’s got the Wow effect. Very Wow.
- Make sure your audience remembers the message.
Got an idea?
Let the communication flow!
With Genially templates, you can include visual resources to wow your audience. You can also highlight a particular sentence or piece of information so that it sticks in your audience’s minds, or even embed external content to surprise them: Whatever you like! Do you need more reasons to create dynamic content? No problem! 90% of the information we assimilate is received through sight and, what’s more, we retain 42% more information when the content moves.
- Generate experiences with your content.
- It’s got the Wow effect. Very Wow.
- Make sure your audience remembers the message.