The best of all worlds: Combining the flipped classroom, game-based learning, and learning communities in a large technology integration course.
Purchase or Subscription required for access
Purchase individual articles and papers
Subscribe for faster access!
Subscribe and receive access to 100,000+ documents, for only $19/month (or $150/year).
Already have access?
Individual Subscription
If you have an individual subscription, sign in here for access
Institutional Subscription
You don't appear to be accessing the site through a subscribing institution (your IP address is 3.133.134.121).
If your university, college, or library subscribes to LearnTechLib, you may be able access full text articles through a login page.
You can search for your instition by name or by location.
Authors
Society for Information Technology & Teacher Education International Conference, Mar 26, 2018 in Washington, D.C., United States ISBN 978-1-939797-32-2
Abstract
This paper presents the use of a combination of pedagogical strategies in teaching a large undergraduate technology integration course. Course revisions include a motivating game-based learning structure, practitioner-focused design, and the flipped classroom model. Students perceived each course change positively with suggestions for refinement.
Citation
Nadolny, L. & Gleason, B. (2018). The best of all worlds: Combining the flipped classroom, game-based learning, and learning communities in a large technology integration course. In E. Langran & J. Borup (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 1065-1067). Washington, D.C., United States: Association for the Advancement of Computing in Education (AACE). Retrieved August 10, 2024 from https://www.learntechlib.org/p/182656.
© 2018 AACE