scholarly journals Effective Use of Comic Strip Development in an Online Learning Environment

2018 ◽  
Vol 50 (7) ◽  
pp. S57
Author(s):  
Melanie Tracy Burns
Author(s):  
Sheung On Choy ◽  
Kwok Chi Ng

<span>This paper reports on a study which investigates the implementation of a wiki system as an additional tool to support student learning in an IT related course offered by the Open University of Hong Kong (OUHK). It focuses on a set of interview data related to the tutors' and students' views on and experience of their use or otherwise of the system in the course. The key results on the tutors' and students' participation in the wiki and factors which facilitated or hindered their use of the system are discussed. The findings indicate that the extent of training provision, the wiki pedagogy and participants' readiness for and awareness of their roles in a collaborative online learning environment are major factors affecting the effective use of the wiki. The add on nature of the wiki in this study also caused workload and motivation problems for the participants. Based on the results, strategies are suggested for implementing wiki based learning in both the OUHK and the wider academic context.</span>


2015 ◽  
Vol 12 (1) ◽  
pp. 15-27 ◽  
Author(s):  
Ilene Ringler ◽  
◽  
Carol Schubert ◽  
Jack Deem ◽  
Jimmie Flores ◽  
...  

SAGE Open ◽  
2020 ◽  
Vol 10 (4) ◽  
pp. 215824402097983
Author(s):  
Abdullah Yasin Gündüz ◽  
Buket Akkoyunlu

The success of the flipped learning approach is directly related to the preparation process through the online learning environment. It is clear that the desired level of academic achievement cannot be reached if the students come to class without completing their assignments. In this study, we investigated the effect of the use of gamification in the online environment of flipped learning to determine whether it will increase interaction data, participation, and achievement. We used a mixed-methods sequential explanatory design, which implies collecting and analyzing quantitative and then qualitative data. In the online learning environment of the experimental group, we used the gamification. However, participants in the control group could not access the game components. According to the findings, the experimental group had higher scores in terms of interaction data, participation, and achievement compared with the control group. Students with low participation can be encouraged to do online activities with gamification techniques.


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