The Flipped Classroom, as most know, has become quite the buzz in education. Its use in higher education has been given a lot of press recently. The purpose of this post is to:
Provide background for this model of learning with a focus on its use in higher education. Identify some problems with its use and implementation that if not addressed, could become just a fading fad. Propose a model for implementation based on an experiential cycle of learning mode
There seems to be a perception that online gaming has a detrimental impact on children’s development. Nothing could be further from the truth, and there are countless–and complex–reasons for this, but it also makes sense at the basic benefits of game-based learning.