ERIC Number: EJ1295862
Record Type: Journal
Publication Date: 2021-May
Pages: 20
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-1360-2357
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Available Date: N/A
A Systematic Review of the Use of Gamification in Flipped Learning
Education and Information Technologies, v26 n3 p3327-3346 May 2021
Flipped learning is considered an increasingly common strategy along with some drawbacks. Gamification has the significant potential to deal with the drawbacks. This study presents a systematic literature review on the use of gamification in flipped learning research. To demonstrate its effectiveness clearly, the only empirical research was covered related to this topic. The Web of Science, Scopus, Wiley Online Library, ERIC and Science Direct databases were surveyed and a total of twenty two articles were selected for the review. The findings reveal that adding game elements into a flipped classroom yields higher motivation, participation and better learning performance. Yet there is insufficient evidence to generalize the results. It is also found that the platforms, Moodle and Kahoot, are the most preferred platforms and points, badges and leaderboards are the most used game elements for gamification.
Descriptors: Flipped Classroom, Computer Games, Teaching Methods, Databases, Research Reports, Integrated Learning Systems, Learning Motivation, Instructional Effectiveness, Learning Experience, Academic Achievement
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Publication Type: Journal Articles; Information Analyses
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
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Author Affiliations: N/A