TY - JOUR
T1 - Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement
AU - Huang, Biyun
AU - Hew, Khe Foon
AU - Lo, Chung Kwan
N1 - Publisher Copyright:
© 2018, © 2018 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2019/11/17
Y1 - 2019/11/17
N2 - In recent years, flipped learning has attracted much attention around the world. This instructional approach is appealing because it can free up class time for knowledge application activities with help from the instructor and peers. However, its implementation can be fraught with challenges. Student disengagement in out-of-class activities, for example, is one of the major challenges of flipped learning. The purpose of this study is to examine whether gamification can enhance student engagement in a flipped course. A comparison study was conducted, involving two classes of undergraduate students in an Information Management course. The results indicated that students in the gamification-enhanced flipped learning group (n = 48) were more likely to complete the pre-class and post-class activities on time than those in the non-gamified flipped learning group (n = 48). Students in the gamification-enhanced flipped learning group also produced higher quality artifacts than the non-gamified flipped learning group in the pre-class thinking activities. Moreover, students in the gamification-enhanced flipped learning group scored significantly higher in the post-course test than did their non-gamified counterparts.
AB - In recent years, flipped learning has attracted much attention around the world. This instructional approach is appealing because it can free up class time for knowledge application activities with help from the instructor and peers. However, its implementation can be fraught with challenges. Student disengagement in out-of-class activities, for example, is one of the major challenges of flipped learning. The purpose of this study is to examine whether gamification can enhance student engagement in a flipped course. A comparison study was conducted, involving two classes of undergraduate students in an Information Management course. The results indicated that students in the gamification-enhanced flipped learning group (n = 48) were more likely to complete the pre-class and post-class activities on time than those in the non-gamified flipped learning group (n = 48). Students in the gamification-enhanced flipped learning group also produced higher quality artifacts than the non-gamified flipped learning group in the pre-class thinking activities. Moreover, students in the gamification-enhanced flipped learning group scored significantly higher in the post-course test than did their non-gamified counterparts.
KW - behavioral engagement
KW - cognitive engagement
KW - Flipped classroom
KW - gamification-enhanced
KW - higher education setting
UR - https://www.scopus.com/pages/publications/85050339102
U2 - 10.1080/10494820.2018.1495653
DO - 10.1080/10494820.2018.1495653
M3 - Article
AN - SCOPUS:85050339102
SN - 1049-4820
VL - 27
SP - 1106
EP - 1126
JO - Interactive Learning Environments
JF - Interactive Learning Environments
IS - 8
ER -