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EN
A flipped classroom is a teaching-learning environment in which students self-learn content by watching video lectures outside of the classroom and engage in learner-centered activities in the classroom with the guidance of an instructor. Earlier research into programming education has shown that students in the traditional classroom find introductory programming courses hard. This experimental study compared the effectiveness of a flipped classroom (experimental group, N=48) with a traditional classroom (control group, N=52) in two areas: 1. programming self-efficacy; and 2. academic performance. The results show that the students in the flipped classroom increased programming self-efficacy and achieved higher grades.
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2019
|
vol. 10
|
issue 2
297-302
PL
Aktualnie, w tak zwanej erze cyfrowej, edukacja opierająca się na wykorzystaniu gier komputerowych (game-based learning – GBL) staje się coraz bardziej powszechna. Niniejsze opracowanie przedstawia przegląd rozwiązań wykorzystujących gry komputerowe w procesie poszerzania umiejętności programistycznych wśród dzieci i młodzieży. Szczególny nacisk położono na przedstawienie kluczowych zalet stosowania tego rodzaju programów w dydaktyce oraz ich wpływu na proces nauczania programowania.
EN
Currently, in the so-called digital age, education based on the use of computer games (usually called game-based learning or GBL) is becoming more and more common.This paper presents an overview of solutions using computer games in the process of improving programming skills among children and young people. Particular emphasis was placed on presenting the key advantages of using such programs in teaching and their impact on the teaching process of programming.
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