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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.