Flipped Classroom Based on E-Learning in Computer Science and Technology: A Case Study

Author(s):  
Chengyan Li ◽  
Jun Gao ◽  
Shenghui Liu ◽  
Guanglu Sun
2009 ◽  
Vol 2009 ◽  
pp. 1-12 ◽  
Author(s):  
Alf Inge Wang ◽  
Bian Wu

This paper describes how a game development framework was used as a learning aid in a software engineering. Games can be used within higher education in various ways to promote student participation, enable variation in how lectures are taught, and improve student interest. In this paper, we describe a case study at the Norwegian University of Science and Technology (NTNU) where a game development framework was applied to make students learn software architecture by developing a computer game. We provide a model for how game development frameworks can be integrated with a software engineering or computer science course. We describe important requirements to consider when choosing a game development framework for a course and an evaluation of four frameworks based on these requirements. Further, we describe some extensions we made to the existing game development framework to let the students focus more on software architectural issues than the technical implementation issues. Finally, we describe a case study of how a game development framework was integrated in a software architecture course and the experiences from doing so.


Author(s):  
Rezky Dwi Amaliah Nadir ◽  
Hisyam Athaya ◽  
Dana Indra Sensuse ◽  
Kautsarina ◽  
Ryan Randy Survono

2021 ◽  
Vol 12 (5) ◽  
pp. 1413-1435
Author(s):  
Karim Ben Kahla ◽  
Hanen Khanchel

At the beginning of 2020, e-learning was not yet valued in the culture of Tunisian university. However, the COVID-19 Pandemic was the cause of the accelerated deployment of e-learning-related devices. Moreover, it seems that the context of health crisis experienced in the world and particularly in Tunisia represents a factor pushing Tunisian university to reduce, or even eliminate, face-to-face courses for precautionary measures. This is likely to allow students to improve their knowledge, especially for those who require great concentration and time for reflection. The paper shows a very different approach with an analysis of the students’ difficulties by focusing on the mistakes made in solving the problems in the case study. The study makes an original contribution to knowledge. It breaks new intellectual ground. Indeed, flipped learning in particular seems to affect students on a psychological level, making them more engaged, more motivated, and better able to self-regulate. This is the intuition of many flipped learning instructors, but intuition is just a hypothesis. Nevertheless, the results indicate that there is a gap as regards the flipped classroom approach.


Author(s):  
Małgorzata Bartoszewicz ◽  
Hanna Gulińska ◽  
Mariia Gaidova

The objective of this article is to compare chemistry teaching in Poland and Ukraine at the primary schools level by discussing the possibilities of supporting education using a flipped classroom method (preemptive teaching) and ICT including free Google platform in chemical education. The article peruses some results of tests and surveys carried out among students in Polish and Ukrainian schools in the school year of 2018/2019 pointing out students’ motivation regarding ICT teaching support.


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