日本e-Learning学会誌
Online ISSN : 2434-415X
Print ISSN : 1349-0192
レター
日本的ゲーミフィケーションを活用した反転授業デザイン
松本 多恵
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ジャーナル フリー

2016 年 16 巻 p. 92-100

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抄録
The flipped classroom is an inverted version of the traditional learning model. This strategy yields a number of benefits to both learner and teacher. This paper presents a review of an instructional design framework of “flipped classroom on the basis of gamification”. Purpose of using gamification is to try supporting self-learning motivation effectively. A game is structured play, usually for enjoyment. Gamification is one form of the above game-informed education. Gamification is a new coinage. We use of game design elements in non-game contexts. The proposed method based on the gamification could overcome the already mentioned. However, gamification is not necessarily beneficial for all learners. It is necessary to consider uses of gamification according to the varying needs of learners.
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© 2016 日本e-Learning学会
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