E-LEARNING DURING COVID 19 PERIOD: FLIPPING THE CLASSROOM AND GAMIFICATION AS LEARNING METHODS FOR MATHEMATICAL UNDERSTANDING IN ARCHITECTURE.

Authors

  • Santa Ana Lozada PR Tecnológico de Monterrey Architecture, Art and Design School, Mexico

DOI:

https://doi.org/10.17501/24246700.2021.7102

Keywords:

educational innovation, flipped classroom, e-learning, gamification

Abstract

Coronavirus change the world included teaching approaches. With schools closed, technology has become a powerful tool for educational purposes; the potential of e-learning affects education significantly as it provides improved informational content and interactive apps to apply theoretical knowledge.  Teaching methods should be considered for each subject to ensure students get significant experience. This paper summarizes findings from an empirical study involving a new integrated e-learning method for the architecture structural design course using flipping the classroom and gamification as learning methods. The e-learning solutions used were short videos containing each subject's essential theory and interactive software programmed as smartphone applications containing the course subjects. A web site with the class videos embedded and examples for solving the application's games ensures students get the same information and practice the same exercises. A comparison between classes on-site and online classes is presented to assess this new method's effects. Results were promising; students like to learn about the class subjects at their own pace; they enjoyed practicing mathematical and physics theory feeling inside a video game mood. Students gained motivation, engagement, and good grades during this online learning period; no final exam

Downloads

Download data is not yet available.

References

Arnold-Garza, S. (2014). The flipped classroom teaching model and its use for information literacy instruction. 2020. Communications in information literacy, 8(1), 7-22. https://doi.org/10.15760/comminfolit.2014.8.1.

Brown, J, Collins, A. & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 23(1), 32-42.

Fink, L.D. (2003). Creating significant learning experiences: An integrated approach to designing college courses. John Wiley and Sons.2013. ISBN: 978-1-118-41632-7

Glover, I. (2013, April 23-24). Play as you learn: gamification as a technique for motivating learners. [Paper presentation]. World Conference on Educational Multimedia, Hypermedia and Telecommunications, Chesapeake, VA.

Hsin, W., Yuan, H. & Soman, D. (2013). A practicioner’s Guide to Gamification of Education. Research Report Series Behavioural Economics in Action. Rotman School of Managment, University of Toronto. https://rotman.utoronto.ca/-/media/files/programs-and-areas/behavioural-economics/guidegamificationeducationdec2013.pdf

Huang, B., Hew, K.F. & Lo, C.K. (2019). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments, 27:8, 1106-1126, DOI: 10.1080/10494820.2018.1495653

Magnussen, L. (2008). Applying the principles of significant learning in the e-learning environment. Journal of Nursing Education, Vol. 47, No. 2

Moore, J., Dickson-Deane, C. & Gaylen, K. (2011). E-Learning, online learning, and distance learning environments: Are they the same? The internet and higher education, No. 14, 129-135.

Naindu, S. (2005). Evaluating distance education and e-learning. Encyclopedia of Distance Learning. Vol. 1-IV, pp 857-864, Idea Group, Inc.

Naidu, S. (2006). E-learning. A Guidebook of Principles, Procedures and Practices. Commonwealth Educational Media Center for Asia, New Delhi, India.

Santa Ana, P. and Krstikj, A. (2020, June 20-22). New learning method for structural understanding in architecture based on gamification. 12th International Conference on Mobile, Hybrid, and On-line Learning, Valencia, Spain.

Wilson, B. (1996). Constructivist learning environments: Case studies in instructional design. Educational Technology Publications. Englewood Cliffs, New Jersey.

Downloads

Published

2021-10-29

How to Cite

PR, S. A. L. (2021). E-LEARNING DURING COVID 19 PERIOD: FLIPPING THE CLASSROOM AND GAMIFICATION AS LEARNING METHODS FOR MATHEMATICAL UNDERSTANDING IN ARCHITECTURE. Proceedings of the International Conference on Education, 7(1), 13–21. https://doi.org/10.17501/24246700.2021.7102