Skip to main navigation Skip to search Skip to main content

Engaging learners in a flipped information science course with gamification: A quasi-experimental study

Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › peer-review

9 Citations (Scopus)

Abstract

In educational context, gamification is increasingly used as a pedagogical tool to increase learner engagement and motivation. However, there is still a lack of evidence about the long-term benefits of using gamified interventions in flipped classroom. This study examined the effects of a gamified intervention on student engagement in a 10-week flipped information science course. Prior to the intervention, the authors systematically reviewed the motivation theories that are relevant to game psychology, and proposed a goal-access-feedback-competition-collaboration (GAFCC) design model to scaffold the invention design. Both quantitative and qualitative data were collected and analyzed to evaluate the impact of gamification. Results showed that the gamified group completed more out-of-class discussion activities than the control group within the expected time. Self-report data (i.e. survey data) indicated that more than half of the respondents in the gamified group expressed that gamification added fun to this course, and encouraged them to reflect on their learning strategies. This study provided evidence that gamification strategies guided by the GAFCC model can enhance students’ behavior engagement and motivation in the flipped activities. The implications and limitations of this study, and future trends are discussed as well.

Original languageEnglish
Title of host publicationTechnology in Education
Subtitle of host publicationInnovative Solutions and Practices - 3rd International Conference, ICTE 2018, Revised Selected Papers
EditorsWai Shing Ho, Jeanne Lam, Will W. K. Ma, Simon K. Cheung, Kam Cheong Li, Oliver Au
Pages130-141
Number of pages12
DOIs
Publication statusPublished - 2018
Externally publishedYes
Event3rd International Conference on Technology in Education, ICTE 2018 - Tseung Kwan O, Hong Kong
Duration: 9 Jan 2018 → 11 Jan 2018

Publication series

NameCommunications in Computer and Information Science
Volume843
ISSN (Print)1865-0929

Conference

Conference3rd International Conference on Technology in Education, ICTE 2018
Country/TerritoryHong Kong
CityTseung Kwan O
Period9/01/18 → 11/01/18

Keywords

  • Flipped classroom
  • Gamification
  • Information science education
  • Student engagement

Fingerprint

Dive into the research topics of 'Engaging learners in a flipped information science course with gamification: A quasi-experimental study'. Together they form a unique fingerprint.

Cite this