FLIPPED TEACHING AND GAMIFICATION AS A CONNECTIVISTIC APPLICATION OF CYBERSPACE RESOUCES IN EDUCATION
Adam Andrzejewski
Abstract
Adam Andrzejewski
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.
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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