• Title/Summary/Keyword: Flipped-classroom

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The Effects of Flipped Learning and Mind-Wandering on Idea Generation: Focusing on the use of SIT & BCC (플립드 러닝과 마인드 원더링이 아이디어 창출에 미치는 영향: SIT와 BCC의 활용을 중심으로)

  • Yeo, Hyung-Seok;Park, Young-Taek
    • Journal of Engineering Education Research
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    • v.20 no.5
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    • pp.23-33
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    • 2017
  • It is examined that how flipped learning and mind-wandering affect an idea generation task. For the purpose, the participants in the idea generation task are divided into two groups to learn SIT(Systematic Inventive Thinking) and BCC(Business Creativity Codes) as idea generating tools in advance. One group learned the tools in a classroom, and the other group through an online education program. The creativity level of an idea is evaluated in the dimensions of originality, practicality, and realizability. The creativity levels of the ideas from the two groups are not statistically different in all the three creativity dimensions. To examine the effect of mind-wandering, another group generated ideas two hours a day in four days instead of eight hours in one day. The creativity levels of the ideas from the third group are higher in the dimensions of originality and practicality. This shows that the effectiveness of flipped learning is not so different from the face-to-face learning in a classroom, and mind-wandering has a positive effect in the learning.

The Development and Application of a Flipped Learning-Based Smart Teaching and Learning System for Elementary Subject Matter Education (초등 교과 교육을 위한 플립 러닝 기반 스마트 교수-학습 시스템의 개발 및 적용)

  • Lee, Miwha;Park, Sangmin
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.29-38
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    • 2019
  • The purpose of this study was threefold: to design and develop a smart teaching and learning system based on flipped learning for elementary subject matter education; to apply the system to the elementary classroom; and to examine the effects of the system on students' achievement and satisfaction levels. The system was composed of a video part, a date part, and a learning line part. Presentations, preinstructional videos, and spreadsheets were created for the flipped classroom. The results of the analyses indicated that the teaching and learning system positively influenced students' achievement and satisfaction levels. The study concluded with the implications of the study and suggestions for the future study.

Development of the Flipped Classroom Teaching and Learning Model for the Smart Classroom (스마트 교실을 활용한 '뒤집힌 교수학습모형' 개발)

  • Jeong, Youngsik;Seo, Jinhwa
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.175-186
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    • 2015
  • In this study, we developed the PATROL teaching and learning model by using digital textbooks in Smart Classrooms to correct the disadvantages of Flipped Classrooms. PATROL is an acronym for Planning, Action, Tracking, Recommending, Ordering, and Leading. In the Planning phase, teachers should make a lesson plan. Next, students take Action by watching online contents and completing assignments in their digital textbook. After that, Tracking is needed to analyze the students' activities and the results. Then, Recommending is used to provide suggested instructional activities to teachers based on that analysis. Next, Ordering requires that students request new materials for class activities. Finally, Leading allows teachers to provide materials at the appropriate level to their students based on the students' learning activities. Applying the PATROL model at two elementary schools resulted in an increase in student-directed speech as well as an increase in the number of group and individual activities. Teachers also had more time to walk around the classroom.

Case studies on the flipped classroom with a MOOC in college contexts (대학에서의 MOOC기반 플립러닝 사례분석)

  • Lim, Keol;Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.173-184
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    • 2019
  • This study investigated the effects of applying the flipped classroom approach with MOOC to the college educational system. A total of six undergraduate students participated in the 10-week innovative learning setting. The participants performed online activities using the learning content from a MOOC website; this was followed by a participatory learning process in the offline classroom. The semi-structured face-to-face interviews for the six participants after the classes were completed and analyzed. The results showed that the instructional method enabled students to be highly motivated and to perform learning activities. However, there were some limitations: (1) learning was impeded due to English language issues and (2) the Korean education culture was still unfamiliar with this pedagogical method. Finally, suggestions for future research are discussed.

Designing the Content-Based Korean Instructional Model Using the Flipped Learning

  • Mun, Jung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.6
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    • pp.15-21
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    • 2018
  • The purpose of this study is to design a Content-based Korean Class model using Flipped learning for foreign students. The class model that presents on this paper will lead the language learning through content learning, also it will be enable the student more active and to have an initiative in the class. Prior to designing a Content-based Korean Class model using Flipped learning, the concepts and educational significance and characteristics of flip learning were reviewed through previous studies. Then, It emphasizes the necessity of teaching method adapting Flipped learning to Content-based teaching method in Korean language education. It also suggests standards and principles of composition in Contents-based teaching method using Flipped learning. After designing the instructional model based on the suggested standards and principles, it presents a course of instruction about how learning methods, contents and activities should be done step by step. The Content-based Korean class model using the Flipped learning will be an alternative approach to overcome the limitations of teacher-centered teaching methods and lecture-teaching methods which are the dominant of present classroom environment.

A Systematic Review of Flipped Learning Research in Domestic Engineering Education (국내 공학교육에서의 플립러닝 연구에 대한 체계적 고찰)

  • Lee, Jiyeon
    • Journal of Engineering Education Research
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    • v.24 no.3
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    • pp.21-31
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    • 2021
  • Flipped learning, which involves listening to lectures at home and performing dynamic group-based problem-solving activities in the classroom, is recently evaluated as a learner-centered teaching method, and interest and applications in engineering education are increasing. Therefore, this study aims to provide practical guidelines for successful application through empirical research analysis on the use of flipped learning in domestic engineering education. Through the selection criteria and keyword search, a systematic review of 36 articles was conducted. As a result of the analysis, flipped learning research in engineering education has increased sharply since 2016, focusing on academic journals and reporting its application cases and effects. Most of the research supported that flipped learning was effective not only for learners' learning activities(e.g., academic achievement, satisfaction, engagement, learning-flow, interaction), but also for individualized learning and securing sufficient practice time. It was often used in major classes with 15 to less than 50 students, especially in computer-related major courses. Most of them consisted of watching lecture videos, active learning activities, and lectures by instructors, and showed differences in management strategies for each class type. Based on the analysis results, suggestions for effective flipped learning management in future engineering education were presented.

Promoting self-efficacy through microteaching in a flipped classroom in US teacher education: focusing on elementary pre-service teacher's ESL teaching for culturally and linguistically diverse English language learners (플립드 러닝에서 수업시연을 통한 미국 초등 예비교사의 자기 효능감 향상 방안: 다문화 배경 영어학습자 대상 ESL 수업시연을 중심으로)

  • Lee, Yong-Jik;Cho, Hyoung-Sook;Lee, Kyung-Cheol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.8
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    • pp.221-230
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    • 2017
  • This study explores the impact of a flipped classroom, in terms of self-efficacy, for elementary pre-service teachers in US teacher education programs. This research project explores how ESL microteaching activity in the flipped classroom shapes teacher-candidates' self-efficacy regarding teaching culturally and linguistically diverse (CLD) students. By analyzing ESL microteaching videos, pre-service teachers' reflection papers, and individual interviews with the course instructors, the study results show how pre-service teachers enhance their self-efficacy in teaching CLD English language learners in mainstream content subject classrooms. Moreover, the researchers provide suggestions on how teacher educators can utilize the flipped classroom to create an authentic and meaningful learning experience, such as using ESL microteaching for pre-service teachers to shape their self-efficacy in order to be well-prepared for CLD English language learners. The implication is that Korean pre-service teachers should be prepared to teach CLD students in their mainstream classrooms.

Flipped Learning: Strategies and Technologies in Higher Education

  • Miziuk, Viktoriia;Berdo, Rimma;Derkach, Larysa;Kanibolotska, Olha;Stadnii, Alla
    • International Journal of Computer Science & Network Security
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    • v.21 no.7
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    • pp.63-69
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    • 2021
  • Flipped learning is necessary for modern education but quite difficult to implement. In pedagogical science, the question remains to what extent the practical work of the teacher in combination with the technologies of flipped learning will improve the quality of higher education. The aim of this article is to study the effectiveness and feasibility of using flipped learning technologies, assessing their perception by students (advantages and problems), identified an algorithm for introducing flipped learning technology in higher education institutions. Research methods. The main method is an experiment. An evaluation of the effectiveness of the study was conducted using a questionnaire and observation method. Statistical methods were used to evaluate the results of the experiment. The research hypothesis is that flipped learning allows the teacher to spend more time on an individual approach, to understand the real needs of students, and provide effective feedback, thereby improving the quality of learning and motivation of students, especially while studying complex material. The results of the study are to prove the effectiveness of the technology of flipped education in the study of complex disciplines, courses, topics. The use of flipped learning strategies improves the self-regulation of the educational process, group work skills, improves students' ability to learn, overcome difficulties. The technology of flipped learning in the presence of modern technical means and constant work on improving the level of digital literacy is an effective means for students to master complex topics and problematic issues that require additional consideration and discussion. The perspective of further research is the consideration of integrated approaches to the application of flipped learning technologies to the principles of STEAM-education, multilingual and multicultural programs, etc. It is also worth continuing to develop a set of methods aimed at enhancing the student's learning activities, the formation of group work skills, direct participation in creating the foundations of higher education.

A Study on Developing TGF(Tutoring Game in Flipped Learning) for Game Programming Course (게임프로그래밍 수업을 위한 플립드 러닝 환경에서 피어튜터링에 관한 연구)

  • Choi, YoungMee;Kim, SeongJoong
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.125-134
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    • 2015
  • This paper designs a peer tutoring in Flipped Learning environments for effective game programming(TGF), suggests a result of survey and a lesson learned from game programming in terms of students' and professors' perspectives in hands-on program training using Snake game programming as an applied example. The TGF is more effective than the traditional classroom to achieve the learning goals of game programming course.

Design and Application of Term Project Model for Game Mathematics in Flipped Learning Environments (플립드러닝 환경에서 게임수학 텀프로젝트 모형 설계 및 적용)

  • Choi, Youngmee
    • Journal of Korea Multimedia Society
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    • v.20 no.7
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    • pp.1102-1112
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    • 2017
  • The purpose of this study is to design and application of term project model for Game Math in flipped learning environment. In the term project self study model, students interacts with multi-instruction materials and multi-tutors on flipped learning. We develop a case for game update term project and implement it to a real Game Math classroom. As a result, we show the positive learning experiences focused on effects of technology and human relation through survey.