APPLICATION OF INVERTED CLASSROOM AND DIGITAL TECHNOLOGIES IN PROFESSIONAL EDUCATION

Main Article Content

Thamires Barroso Lima
Celso Maciel de Meira
Ronaldo Silva Junior
Icaro Rodrigues Lavor

Abstract

Active methodologies and didactic-pedagogical resources have been developed, tested, and practiced throughout the history of education, especially in recent years with the advent of new technologies. Currently, the following stand out: the flipped classroom and digital educational technologies (TEDs). The objective of this pedagogical practice is to present the results of the application of an active methodology, based on the flipped classroom and the use of TEDs applied to the Technical Course in Environment. To do so, the activity was developed in four phases. In the first phase, the flipped classroom was used, where a text was made available for reading about the history of environmental pollution. In the face-to-face meeting, a virtual visit was made available through Google Earth. Then, in phases two and three, interactive videos were used through the Edpuzzle tool. In phase four, activities were developed on the studied content using the Plickers and Wordwall tools. Performance, skill, and achievement (score) were analyzed, as well as information related to students' perception of the resources used. The results observed in this practice indicated that students showed low adherence to the use of textual material in the flipped classroom. Learning with interactive resources was shown to be more efficient in terms of students' involvement, dedication, and skill in executing the activity. However, no significant differences were observed in students' performance compared to other activities applied in the classroom without the aid of TEDs. For better results in the development of flipped classes, the use of mixed approaches is suggested.

Article Details

How to Cite
LIMA, T. B. .; MEIRA, C. M. de .; SILVA JUNIOR, R. .; LAVOR, I. R. APPLICATION OF INVERTED CLASSROOM AND DIGITAL TECHNOLOGIES IN PROFESSIONAL EDUCATION. Conjuncture Bulletin (BOCA), Boa Vista, v. 13, n. 39, p. 511–521, 2023. DOI: 10.5281/zenodo.7790481. Disponível em: https://revista.ioles.com.br/boca/index.php/revista/article/view/1075. Acesso em: 19 may. 2024.
Section
Essays

References

ALLEN, T. R. “Digital terrain visualization and virtual globes for teaching geomorphology”. Journal of Geography, vol. 106, n. 6, 2007.

ANTONIETTI, C. et al. “Can teachers’ digital competence influence technology acceptance in vocational education?”. Computers in Human Behavior, vol. 132, 2022.

BAKER, L.; WIGFIELD, A. “Dimensions of children's motivation for reading and their relations to reading activity and reading achievement”. Reading Research Quarterly, vol. 34, n. 4, 1999.

BILRO, R. G. et al. “The role of creative communications and gamification in student engagement in higher education: A sentiment analysis approach”. Journal of Creative Communications, vol. 17, n. 1, 2021.

BODZIN, A. et al. “Designing Google Earth activities for learning earth and environmental Science”. In: MAKINSTER, J. et al. (eds.). Teaching science and investigating environmental issues with geospatial technology: Designing effective professional development for teachers. Dordrecht: Springer, 2014.

BOUCHRIKA, I. et al. “Exploring the impact of gamification on student engagement and involvement with e-learning systems”. Interactive Learning Environments, vol. 29, n. 8, 2021.

BRASIL. Educação Profissional e Tecnológica. Brasília: Ministério da Educação, 2018. Disponível em: . Acesso em: 11/03/2023.

CARVALHO, A. A. A. “Apps para ensinar e para aprender na era mobile learning”. In: CARVALHO, A. A. (org.). Apps para dispositivos móveis: manual para professores, formadores e bibliotecários. Lisboa: Ministério da Educação, 2015.

CRUZ, S. “EdPuzzle: estimular a aprendizagem com recurso a vídeo e a quizzes”. In: CARVALHO, A. A. (org.). Apps para dispositivos móveis: manual para professores, formadores e bibliotecários. Lisboa: Ministério da Educação, 2015.

DEL ARCO, I. et al. “El desarrollo del modelo flipped classroom en la universidad: impacto de su implementación desde la voz del estudiantado”. Revista de Investigación Educativa, vol. 37, n. 2, 2019.

FAPEMA - Fundação de Amparo à Pesquisa e ao Desenvolvimento Científico e Tecnológico do Maranhão. Edital FAPEMA n. 08, de 11 de fevereiro de 2022. São Luís: FAPEMA, 2022. Disponível em: . Acesso em: 12/03/2023.

FERRÃO, M. E. “The evaluation of students’ progression in lower secondary education in Brazil: Exploring the path for equity”. Studies in Educational Evaluation, vol. 75, 2022.

FÖRSTER, M. et al. “Pre-class video watching fosters achievement and knowledge retention in a flipped classroom”. Computers and Education, vol. 179, 2022.

GRUNWALD, T.; CORSBIE-MASSAY, C. “Guidelines for cognitively efficient multimedia learning tools: educational strategies, cognitive load, and interface design”. Academic Medicine, vol. 81, n. 3, 2006.

HOAREAU, L. et al. “Beliefs about digital technologies and teachers’ acceptance of an educational app for preschoolers”. Computers and Education, vol. 172, 2021.

HUSSEIN, M. M.; INDURKIYA, B. “Investigating cognitive holding power and equity in the flipped classroom”. Heliyon, vol. 6, n. 8, 2020.

IFMA – Instituto Federal Federal de Educação, Ciência e Tecnologia do Maranhão. “Sistema Unificado de Administração Pública”. Portal do IFMA [2023]. Disponível em: . Acesso em: 12/03/2023.

JESUS, K. B.; OLIVEIRA, G. B. “Processos Educativos em Tempos de Cibercultura”. Boletim de Conjuntura (BOCA), vol. 4, n. 12, 2020.

JOHNSON, N. D. et al. “Overcoming assessment problems in Google Earth-based assignments”. Journal of Geoscience Education, vol. 59, n. 3, 2011.

JURGELAITIS, M. et al. “Implementing gamification in a university-level UML modeling course: a case study”. Computer Applications in Engineering Education. vol. 27, n. 2, 2019.

KOK, D. L. et al. “Screen-based digital learning methods in radiation oncology and medical education”. Technical Innovations and Patient Support in Radiation Oncology, vol. 24, 2022.

LOMBARDI, E.; GITAHY, R. R. C. “O uso das tecnologias móveis na educação: uma experiência com o EdPuzzle”. Colloquium Humanarum, vol. 14, 2017.

MACEDO, M. Y.; OSÓRIO, A. C. N. “Educação Profissional e Tecnológica Frente às Novas Tendências Educacionais no Brasil: Por Uma Perspectiva Foucaultiana”. Boletim de Conjuntura (BOCA), vol. 13, n. 39, 2023.

MAYER, R. E.; PILEGARD, C. “Principles for Managing Essential Processing in Multimedia Learning: Segmenting, Pre-training, and Modality Principles”. In: MAYER, R. (ed.). The Cambridge Handbook of Multimedia Learning. Cambridge: Cambridge University Press, 2014.

OCDE - Organização para a Cooperação e Desenvolvimento Econômico ou Económico. Students, computers and learning: Making the connection. Paris: OCDE, 2015.

ORTIZ-MARTÍNEZ, E. et al. “Games in the classroom? Analysis of their effects on financial accounting marks in higher education”. International Journal of Management in Education, vol. 20, n. 1, 2022.

PARRA-GONZALEZ, M. E. et al. “Gamification and flipped learning and their influence on aspects related to the teaching-learning process”. Heliyon, vol. 7, n. 2, 2021.

PEREIRA, I. B.; LIMA, J. C. F. Dicionário da educação profissional em saúde. Rio de Janeiro: Editora EPSJV, 2008.

PRICE, C.; WALKER, M. “Improving the accessibility of foundation statistics for undergraduate business and management students using a flipped classroom”. Studies in Higher Education, vol. 46, n. 2, 2021.

SCHOECH, D. et al. “Gamification for behavior change: Lessons from developing a social, multiuser, web-tablet based prevention game for youths”. Journal of Technology in Human Services, vol. 31, n. 3, 2013.

SCHULTZ, R. B. et al. “The use of virtual globes as a spatial teaching tool with suggestions for metadata standards”. Journal of Geography, vol. 107, n. 1, 2008.

WENG, Y. H. et al. “Geotools: an android phone application in geology”. Computers and Geosciences, vol. 44, 2012.

ZAIN, F. M.; SAILIN, S. N. “Students' experience with flipped learning approach in higher education”. Universal Journal of Educational Research, vol. 8, n. 10, 2020.

ZAINUDDIN, Z. et al. “The impact of gamification on learning and instruction: A systematic review of empirical evidence”. Educational Research Review, vol. 30. 2020.

Most read articles by the same author(s)