Gamified Flipped Learning: Students' Motivation, Engagement and Academic Achievement

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Title: Gamified Flipped Learning: Students' Motivation, Engagement and Academic Achievement
Language: English
Authors: Necati Taskin, Ebru Kiliç Çakmak
Source: Themes in eLearning. 2022 15:47-63.
Availability: Themes in eLearning. Web site: http://earthlab.uoi.gr/tel/index.php/themeselearn
Peer Reviewed: Y
Page Count: 17
Publication Date: 2022
Document Type: Journal Articles
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Gamification, Flipped Classroom, Student Motivation, Learner Engagement, Academic Achievement, College Students, Foreign Countries, Class Activities
Geographic Terms: Turkey
ISSN: 2585-3856
Abstract: The aim of this study was to examine the effect of gamification on the motivation, engagement and academic achievement of students studying in a flipped learning. The study was conducted with a split-plot factorial design. The participants consist of 54 students studying at a state university in Turkey. The students in the experimental and control groups were studied in flipped learning for 12 weeks. In-classroom activities were conducted based on interactive group activities. Out-of-classroom activities were carried out with asynchronous videos, audio recordings, assessment tests, text, and graphic-based course content. Unlike in the control group, gamification was used in the experimental group. Gamification was used in the out-of-classroom component of the flipped learning. Gamification was carried out using a design model that takes into account the characteristics of the target audience. As a result, it was seen that gamification did not have a significant effect on the motivation, engagement, and academic achievement of students in the flipped learning. The most important question raised by this study is whether the difference between a flipped classroom and flipped learning. Another question this study raises is which component of flipped learning is more effective for gamification. Perhaps, if course contents and in-classroom activities are designed effectively, a trigger will not be needed to motivate or engage students.
Abstractor: As Provided
Entry Date: 2024
Accession Number: EJ1414728
Database: ERIC
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  Data: Gamified Flipped Learning: Students' Motivation, Engagement and Academic Achievement
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  Data: <searchLink fieldCode="AR" term="%22Necati+Taskin%22">Necati Taskin</searchLink><br /><searchLink fieldCode="AR" term="%22Ebru+Kiliç+Çakmak%22">Ebru Kiliç Çakmak</searchLink>
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  Data: <searchLink fieldCode="SO" term="%22Themes+in+eLearning%22"><i>Themes in eLearning</i></searchLink>. 2022 15:47-63.
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  Data: 17
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  Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Flipped+Classroom%22">Flipped Classroom</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Academic+Achievement%22">Academic Achievement</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Class+Activities%22">Class Activities</searchLink>
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  Data: The aim of this study was to examine the effect of gamification on the motivation, engagement and academic achievement of students studying in a flipped learning. The study was conducted with a split-plot factorial design. The participants consist of 54 students studying at a state university in Turkey. The students in the experimental and control groups were studied in flipped learning for 12 weeks. In-classroom activities were conducted based on interactive group activities. Out-of-classroom activities were carried out with asynchronous videos, audio recordings, assessment tests, text, and graphic-based course content. Unlike in the control group, gamification was used in the experimental group. Gamification was used in the out-of-classroom component of the flipped learning. Gamification was carried out using a design model that takes into account the characteristics of the target audience. As a result, it was seen that gamification did not have a significant effect on the motivation, engagement, and academic achievement of students in the flipped learning. The most important question raised by this study is whether the difference between a flipped classroom and flipped learning. Another question this study raises is which component of flipped learning is more effective for gamification. Perhaps, if course contents and in-classroom activities are designed effectively, a trigger will not be needed to motivate or engage students.
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  BibEntity:
    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 17
        StartPage: 47
    Subjects:
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Flipped Classroom
        Type: general
      – SubjectFull: Student Motivation
        Type: general
      – SubjectFull: Learner Engagement
        Type: general
      – SubjectFull: Academic Achievement
        Type: general
      – SubjectFull: College Students
        Type: general
      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: Class Activities
        Type: general
      – SubjectFull: Turkey
        Type: general
    Titles:
      – TitleFull: Gamified Flipped Learning: Students' Motivation, Engagement and Academic Achievement
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            NameFull: Necati Taskin
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            NameFull: Ebru Kiliç Çakmak
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              Y: 2022
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