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Use of the flipped classroom to design creative and active activities in the field of computer science

    Ricardo Adán Salas Rueda   Affiliation

Abstract

The objective of this quantitative research is to analyze the impact of the flipped classroom in the educational process on computer science considering data science and machine learning. This study proposes the consultation of YouTube videos (before class), collaborative work through MySQL software (during class) and individual work through MySQL software (after class) in the database subject. The results of machine learning (linear regression) indicate that school activities before, during and after the class positively influence the assimilation of knowledge and development of skills on the administration of the database. Likewise, data science identifies 6 predictive models on the use of the flipped classroom in the educational process by means of the decision tree technique. Finally, the flipped classroom improves the teaching-learning conditions through the performance of creative and active activities.

Article in English.


Atvirkštinio mokymosi panaudojimas modeliuojant kūrybinę ir aktyviąją veiklą kompiuterių mokslo srityje

Santrauka

Šio kiekybinio tyrimo tikslas – išanalizuoti atvirkštinio mokymosi poveikį kompiuterių mokslui ugdymo proceso metu, remiantis duomenų mokslu ir mašininiu mokymusi. Šiame tyrime duomenų bazėje siūloma pasitelkti YouTube vaizdo įrašus (iki mokymosi proceso), bendradarbiavimu grindžiamą veiklą, naudojantis MySQL programine įranga (mokymosi proceso metu) ir individualią veiklą, taikant MySQL programinę įrangą (pasibaigus mokymosi procesui). Mašininio mokymosi rezultatai (linijinė regresija) rodo, kad mokyklinė veikla iki mokymosi proceso, jo metu ir jam pasibaigus daro teigiamą įtaką žinių įsisavinimui bei duomenų bazės administravimo įgūdžių tobulinimui. Panašiai ir duomenų mokslo atveju, remiantis sprendimų medžio metodu, ugdymo proceso metu pasitelkus atvirkštinį mokymąsi, nustatomi 6 prognostiniai modeliai. Galiausiai atvirkštinis mokymasis, taikant kūrybinę ir aktyviąją veiklą, pagerina mokymo–mokymosi sąlygas.

Reikšminiai žodžiai: duomenų mokslas, ugdymo procesas, atvirkštinis mokymasis, aukštasis išsilavinimas, mašininis mokymasis, mokymas–mokymasis.

Keyword : data science, educational process, flipped classroom, higher education, machine learning, teaching-learning

How to Cite
Salas Rueda, R. A. (2020). Use of the flipped classroom to design creative and active activities in the field of computer science. Creativity Studies, 13(1), 136-151. https://doi.org/10.3846/cs.2020.10336
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Mar 20, 2020
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This work is licensed under a Creative Commons Attribution 4.0 International License.

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