You are here:

The best of all worlds: Combining the flipped classroom, game-based learning, and learning communities in a large technology integration course.
PROCEEDING

, , Iowa State University, United States

Society for Information Technology & Teacher Education International Conference, in Washington, D.C., United States ISBN 978-1-939797-32-2 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

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 September 16, 2019 from .

References

View References & Citations Map

These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.

Suggest Corrections to References