The effect of a combination of flipped classroom and gamification on university student’s perceived teach-ing quality, subject satisfaction and academic performance
DOI:
https://doi.org/10.47197/retos.v50.99864Keywords:
active learning, education, teachingAbstract
Alternative pedagogical approaches such as flipped classroom and gamification have shown improvements in academic motivation and performance in different academic contexts. The aim of this study was to report the effects of the implementation of an activity based on flipped classroom and gamification methods on perceived teaching quality, subject satisfaction and academic performance in university students from the Football subject in the Degree of Sciences of Sports. 102 students participated in the study. The students obtained 0.58 (± 0.23) points out of 1.00 in the proposed activity. The scores in the final exam for the answers regarding the contents given in the proposed activity (88% hit) were 17% higher than the scores for the answers regarding the rest of contents (75%) (t= 8.54; p< 0.001; d= 0.82 [-0.10; 1.74]; “large standardized differences”). The student’s perceived quality of teaching was higher (6%) than in the previous three courses, especially for questions related to the methodology used during the teaching-learning process and student’s motivation. This suggests that implementing a flipped classroom and gamification strategies positively affects student engagement, motivation, and academic performance, leading to an improvement in teaching quality and satisfaction, and a significant increase in academic performance compared to traditional teaching methods.
Keywords: active learning, education, teaching.
References
Abeysekera, L., & Dawson, P. (2015). Motivation and cognitive load in the flipped classroom: definition, rationale and a call for research. Higher education research & development, 34(1), 1-14. https://doi.org/10.1080/07294360.2014.934336
Arufe-Giráldez, V., Sanmiguel-Rodríguez, A., Ramos-Álvarez, O., & Navarro-Patón, R. (2022). Can Gamification Influ-ence the Academic Performance of Students? Sustainability, 14(9), 5115. https://doi.org/10.3390/su14095115
Botha, C., Lennox, A., & Jordán, E. (2018). Lessons learned from gamification of a learning experience: A case study. Jour-nal for Research in Sport, Physical Education and Recreation, 40(2),23 - 40.
Brull, S., & Finlayson, S. (2016). Importance of gamification in increasing learning. The Journal of Continuing Education in Nursing, 47(8), 372-375. https://doi.org/10.3928/00220124-20160715-09
Cohen, J. (2016). A power primer. In A. E. Kazdin (Ed.), Methodological issues and strategies in clinical research (pp. 279–284). American Psychological Association.
Deci, E. L., & Ryan, R. M. (1980). Self-determination theory: When mind mediates behavior. The Journal of mind and Be-havior, 33-43.
Falcón Miguel, D., Sevil-Serrano, J., Peñarrubia-Lozano, C., & Abós-Catalán, Ángel. (2021). Efecto de la combinación metodológica de aula invertida e instrucción entre pares en las calificaciones académicas de estudiantes universitarios de Ciencias de la Actividad Física y del Deporte. Retos, 41, 47–56. https://doi.org/10.47197/retos.v0i41.83984
Ferriz, A., Osterlie, O., Garcia, S., & Garcia, M. (2020). Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education. Journal of Environmental Research and Public Health, 17(12), 44-65. https://doi.org/10.3390/ijerph17124465
Flores, G. (2020). ¿Jugamos al Súper Mario Bros? Descripción de una experiencia gamificada en la formación del profesora-do de Educación Física. Retos, 36, 529-534. https://doi.org/10.47197/retos.v36i36.67816
Foldnes, N. (2016). The flipped classroom and cooperative learning: Evidence from a randomised experiment. Active Learn-ing in Higher Education, 17(1), 39-49. https://doi.org/10.1177/1469787415616726
García Álvarez, P. A., González Rivas, R. A., Marín Uribe, R., & Soto Valenzuela, M. C. (2022). Aplicación de estrategias de gamificación en la formación académica de educadores físicos: revisión sistemática. Retos, 46, 1143–1149. https://doi.org/10.47197/retos.v46.94753
Grivokostopoulou, F., Kovas, K., & Perikos, I. (2019). Examining the impact of a gamified entrepreneurship education framework in higher education. Sustainability, 11(20), 5623. https://doi.org/10.3390/su11205623
Hinojo, F.J.; Aznar, I.; Romero, J.M.; Marín, J.A. Influencia del aula invertida en el rendimiento académico. Una revisión sistemática. Campus Virtuales 2019, 8(1), 9–18.
Hinojo-Lucena, F. J., Mingorance-Estrada, Á. C., Trujillo-Torres, J. M., Aznar-Díaz, I., & Cáceres Reche, M. P. (2018). Incidence of the flipped classroom in the physical education students’ academic performance in university contexts. Sus-tainability, 10(5), 1334. https://doi.org/10.3390/su10051334
Karabulut-Ilgu, A., Yao, S., Savolainen, P., & Jahren, C. (2018). Student perspectives on the flipped-classroom approach and collaborative problem-solving process. Journal of Educational Computing Research, 56(4), 513-537. https://doi.org/10.1177/0735633117715033
Karaoğlan Yılmaz, F. G. (2022). An investigation into the role of course satisfaction on students’ engagement and motiva-tion in a mobile‐assisted learning management system flipped classroom. Technology, Pedagogy and Education, 31(1), 15-34. https://doi.org/10.1080/1475939X.2021.1940257
Krath, J., Schürmann, L., & Von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 106963. https://doi.org/10.1016/j.chb.2021.106963
Landers, R. N. (2014). Developing a theory of gamified learning: linking serious games and gamification of learning. Simu-lation & Gaming, 45(6), 752–768. https://doi.org/10.1177/1046878114563660
Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018). Gamification science, its history and future: Definitions and a research agenda. Simulation & Gaming, 49(3), 315-337. https://doi.org/10.1177/1046878118774385
Pérez-López, I., & Rivera, E. (2017). Formar docentes, formar personas: análisis de los aprendizajes logrados por estudian-tes universitarios desde una experiencia de gamificación. Signo y Pensamiento, 36(70), 112-129. https://doi.org/10.11144/Javeriana.syp36-70.fdfp
Pérez-López, I., Rivera García, E., & Delgado-Fernández, M. (2017). Mejora de hábitos de vida saludables en alumnos universitarios mediante una propuesta de gamificación. Nutrición hospitalaria, 34(4), 942-951. https://dx.doi.org/10.20960/nh.669
Putz, L. M., Hofbauer, F., & Treiblmaier, H. (2020). Can gamification help to improve education? Findings from a longitu-dinal study. Computers in Human Behavior, 110, 106392.
Rotellar, C., & Cain, J. (2016). Research, Perspectives, and Recommendations on Implementing the Flipped Classroom. American journal of pharmaceutical education, 80(2), 34. https://doi.org/10.5688/ajpe80234
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77-112. https://doi.org/10.1007/s10648-019-09498-w
Strelan, P., Osborn, A., & Palmer, E. (2020). The flipped classroom: A meta-analysis of effects on student performance across disciplines and education levels. Educational Research Review, 30, 100314. https://doi.org/10.1016/j.edurev.2020.100314
Su C.-H. & Cheng, C.-H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286. https:// doi.org/10.1111/jcal.12088
Vegt, N., Visch, V., de Ridder, H., Vermeeren, A. (2015). Designing Gamification to Guide Competitive and Cooperative Behav-ior in Teamwork. In: Reiners, T., Wood, L. (eds) Gamification in Education and Business. Springer, Cham. https://doi.org/10.1007/978-3-319-10208-5_26
Werbach, K., & Hunter, D. (2015). The gamification toolkit: dynamics, mechanics, and components for the win. University of Pennsylvania Press.
Zainuddin, Z., & Perera, C. J. (2019) Exploring students’ competence, autonomy and relatedness in the flipped classroom pedagogical model, Journal of Further and Higher Education, 43(1), 115-126, https://doi.org/10.1080/0309877X.2017.1356916
Zhang, X. C., Lee, H., Rodriguez, C., Rudner, J., Chan, T. M., & Papanagnou, D. (2018). Trapped as a group, escape as a team: applying gamification to incorporate team-building skills through an ‘escape room’ experience. Cureus, 10(3). https://doi.org/10.7759/cureus.2256
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Retos
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and ensure the magazine the right to be the first publication of the work as licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgment of authorship of the work and the initial publication in this magazine.
- Authors can establish separate additional agreements for non-exclusive distribution of the version of the work published in the journal (eg, to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Is allowed and authors are encouraged to disseminate their work electronically (eg, in institutional repositories or on their own website) prior to and during the submission process, as it can lead to productive exchanges, as well as to a subpoena more Early and more of published work (See The Effect of Open Access) (in English).
This journal provides immediate open access to its content (BOAI, http://legacy.earlham.edu/~peters/fos/boaifaq.htm#openaccess) on the principle that making research freely available to the public supports a greater global exchange of knowledge. The authors may download the papers from the journal website, or will be provided with the PDF version of the article via e-mail.