FLIP2G: Enhancing education and training through data-driven adaptable games in flipped classrooms

The Flip2G project aims to establish a Knowledge Alliance between higher education institutions, schools and private companies that will boost skills development and introduce novel, data-driven approaches to education and training. The consolidation of all efforts will provide a transnational set of results, as follows:

  • a new pedagogical method that combines PBL and flipped classroom with game-based learning
  • a simulation-based serious game that supports PBL-enhanced flipped classroom processes, adaptive pathways and educational data recording
  • learning designs for higher education, schools and business that support the Flip2G paradigm
  • learning analytics features that produce informative insights on the learning process.

The above results aim to produce engaging pedagogical models and novel technologies that can foster motivation, generate adaptive learning pathways and allow self-directed learning in education and training.

Selected publications: Gaming Elements and Educational Data Analysis in the Learning Design of the Flipped Classroom, Online environments for supporting learning analytics in the flipped classroom: a scoping reviewCombining game-based learning and the flipped classroom: a scoping reviewAn educational model for integrating game-based and problem-based learning in data-driven flipped classrooms.