Open Access. Powered by Scholars. Published by Universities.®

Education Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 2 of 2

Full-Text Articles in Education

Gameful Design In The Development Of Asynchronous Online Discussion Activities: A Case Study, William Michael Trest Dec 2016

Gameful Design In The Development Of Asynchronous Online Discussion Activities: A Case Study, William Michael Trest

Dissertations

This study investigates Gameful Design as a method to improve the development and implementation of Asynchronous Online Discussions in online learning environments. A qualitative methodology, an instrumental case study design, was used to examine the effectiveness of this design method by exploring the experiences of the participants and the meaning they gave to those experiences. Data was collected through observation, discussion transcript analysis, and pre/post-course interviews. Validity was strengthened by triangulation of these sources.

The findings showed that gameful design was an effective method to encourage the development of a connected and engaged learning community within an online class and …


Flipped Learning And Influential Factors: Case Analysis, Leping Liu, Darren Ripley, Angela Lee Dec 2016

Flipped Learning And Influential Factors: Case Analysis, Leping Liu, Darren Ripley, Angela Lee

Journal of Educational Technology Development and Exchange (JETDE)

Flipped learning has been a focus of research to explore potential learning environments that may positively affect student learning. The key issue is whether or how educators design such a learning environment, and what might be the factors that educators need to consider when designing a flipped learning environment. The first part of this study presents a critical review and analysis on factors identified from the literature that may influence the success of a flipped-learning case. 216 cases selected from current literature were analyzed on seven factors (Overall Design, Design of Information, Design of Technology Use, Active Learning, Motivation, Special …