Effects of serious games on improving learning skills and motivation in the context of flipped classrooms
- DOI
- 10.2991/978-94-6463-360-3_14How to use a DOI?
- Keywords
- Serious Games; learning motivation; skills; learning through play; Game design; flipped classroom
- Abstract
Making the education system efficient and the teaching methods relevant has become a major concern. The majority of school reforms aim at improving school efficiency and fighting against failure and inequalities.
Since then, several pedagogical approaches have emerged, such as integrating new technologies into teaching methods or reversing the traditional classroom process, otherwise known as the “flipped classroom”.
As its name suggests, the flipped classroom is an approach that, unlike traditional teaching, proposes to the student discover the course beforehand at home and do the homework in class.
This approach focuses on the student more than the teacher without negating the role of the teacher. It allows the student to learn at his or her own pace, views the course at his or her pace,e and that his or her learning speed. It also offers the possibility of accessing the course via different forms of technological tools or not.
On the other hand, the flipped classroom method can present some significant difficulties. It requires students to be self-disciplined and motivated to follow the course without assistance. Some students may be reluctant to change.
This contribution aims to overcome these obstacles by proposing a solution whose effectiveness is no longer to be proven and which is entitled: learning through play. The student will be offered a serious game as a tool to discover and learn his lesson.
To achieve this goal, we will first provide a detailed and comparative analysis of the different works and experiments already carried out on the subject of the flipped classroom and serious games. We will also present the methodologies used and the results obtained. This will lead us to discuss their weaknesses and finally propose an educational model based on the flipped classroom structure, integrating game-based learning elements to help students be motivated and engaged. Indeed, games are a source of fun for young and old, mixing them with work, serious games will have a positive impact on learning and bring several added values.
- Copyright
- © 2023 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Mounia EL RHAYAMI AU - Abderrahim EL MHOUTI AU - Yassine EL BORJI PY - 2024 DA - 2024/02/05 TI - Effects of serious games on improving learning skills and motivation in the context of flipped classrooms BT - Proceedings of the E-Learning and Smart Engineering Systems (ELSES 2023) PB - Atlantis Press SP - 121 EP - 127 SN - 2667-128X UR - https://doi.org/10.2991/978-94-6463-360-3_14 DO - 10.2991/978-94-6463-360-3_14 ID - ELRHAYAMI2024 ER -