Flipped Classroom concept
I graduated for my BA/BS degree at the University of Applied Siences in Arnhem; this is also where I earned my promotion to bachelor of the arts for work in the flipped classroom and gamification. For the project I executed user tests, focus groups and literature to learn more about gamification and how its motivational characteristics can work in a classroom setting.
Thanks to the research and great reception and participation I was able to design a system that enhances the Flipped Classroom context. So what does this mean? First some context. Flipped classroom literally means that primarily students prepare for class instead of the teacher. Students can use the classroom to discuss problems or assignments. They are then expected to make the assignments from home and discuss the answers and problems during the next class. Explanations and study material is available 24/7 from an online eco. As you can imagine this in turn helps offload the teacher so he or she can focus on the important tasks and helping students that have fallen behind.
To bind the experience I created a concept called Study Book.
The Study book concept allows students to make notes, send assignments and write optional summaries of the available online study material. All this content is saved in a personal study book. Students can edit the book once they gain new knowledge or add additional content to show the teacher that they went the extra mile. This adds a sense of freedom and exploration that was before missing in the classroom and according to studies should prove very effective to endorse long-term commitment.
At the end of the term the teacher can browse the study book to rate the student’s efforts. Students also benefit from their work after class with a nice journal they can keep to assist in reflecting or use as a portfolio tool.
A product that matches most of the gamification’s and educational best practices isn’t easy to produce without the right data going into the design process. One of the major design obstacles proved to be the possibility of a social interaction in the digital environment. Studies show that social pressure works wonders for the performance by students; so I began to trial a social interaction in one of my prototypes.
Built in Angular JS, students had to summarize each ten minutes of an education video and compare their summaries with fellow students. Each student had the ability to borrow an answer from a fellow student. After the test students responded with praise but despised the lack of freedom. This proved important in the design process and the concept actually made it into the final product; albeit as an optional step.
The concept is currently in testing at the University of Applied Siences (HAN). Feel free to download my promotional work, which was rewarded with an 8/10.
Visit the academy
- HAN University