2018International Journal of New Economics and Social SciencesRequires access

FLIPPED TEACHING AND GAMIFICATION AS A CONNECTIVISTIC APPLICATION OF CYBERSPACE RESOUCES IN EDUCATION

Adam Andrzejewski

Open publisher page 1 citations

Abstract

The article focuses on the issue of the possibility of using cyberspace resources in education based on connectiv-ism. The practical application of tools available in cyberspace to implement the flipped teaching method is pre-sented. The games, educational programs and applications containing elements of gamification available in cyber-space are characterized. The issues raised in the article can be an inspiration and information for teachers, en-riching their didactic workshop in the educational process.

About this research paper

What this paper is about

The article focuses on the issue of the possibility of using cyberspace resources in education based on connectiv-ism. The practical application of tools available in cyberspace to implement the flipped teaching method is pre-sented. The games, educational programs and applications containing elements of gamification available in cyber-space are characterized. The issues raised in the article can be an inspiration and information for teachers, en-riching their didactic workshop in the educational process.

Why it matters

OpenAlex reports 1 citations for this work. Citation counts describe recorded attention and do not establish research quality.

Key contribution

A contribution statement is not available in the OpenAlex record.

Method / approach

Method details are not available in the OpenAlex metadata.

Main findings

Findings are not separately available in the OpenAlex metadata.

Limitations

Limitations are not available in the OpenAlex metadata.

Applications

Application details are not available in the OpenAlex metadata.

Available abstract

The article focuses on the issue of the possibility of using cyberspace resources in education based on connectiv-ism. The practical application of tools available in cyberspace to implement the flipped teaching method is pre-sented. The games, educational programs and applications containing elements of gamification available in cyber-space are characterized. The issues raised in the article can be an inspiration and information for teachers, en-riching their didactic workshop in the educational process.

Key concepts: Cyberspace, Cyber Space, Space (punctuation), Process (computing), Computer science, Mathematics education, Multimedia, The Internet

Related papers

Back to paper searchBrowse research topicsOriginal source
FLIPPED TEACHING AND GAMIFICATION AS A CONNECTIVISTIC APPLICATION OF CYBERSPACE RESOUCES IN EDUCATION — Research Paper | ScholarLens