Educational dualism in action: Systematic review of gamification and flipped classrooms’ effects on young learners DOI
Jessica del Rocío Fernández Velásquez, Óscar López Regalado, Gisela Fernández-Hurtado

и другие.

Contemporary Educational Technology, Год журнала: 2024, Номер 17(1), С. ep557 - ep557

Опубликована: Дек. 25, 2024

The systematic review explores the integration of gamification with flipped classroom in basic education, combining game mechanics teaching methods to improve student engagement and motivation, examines evolution scientific production between 2022 2024, using preferred reporting items for reviews meta-analyses approach select 37 articles from Scopus Web Science. search focused on terms such as “gamification” “flipped classroom”, a bibliometric analysis was applied assess research trends methods. results indicate that classrooms increases autonomy content retention, addition improving satisfaction academic performance, revealing preference gamified environments facilitate interactive autonomous learning; other hand, ATLAS.ti software qualitatively revealed key issues through cross perceptions various authors, concluding this is effective increasing motivation satisfaction, recommending its application teach multidisciplinary environments.

Язык: Английский

Students' behavioural, cognitive and affective outcomes in gamified flipped classrooms: A meta‐analysis DOI Creative Commons

Xianwu Sun,

Maximilian Sailer

Review of Education, Год журнала: 2025, Номер 13(1)

Опубликована: Янв. 31, 2025

Abstract This study aims to illustrate the effects of gamified flipped classrooms (GFC) on students' behavioural, cognitive and affective outcomes in formal educational settings. Based PRISMA reporting guidelines, we systematically identified screened articles from five databases: Web Science, Scopus, Wiley Online Library, ProQuest ERIC. Finally, 21 effect sizes 13 behavioural outcomes, 38 19 16 11 were included this study. Then, use CMA 3.0 software conduct meta‐analysis for selected articles. The calculated indicate that GFC had a more positive compared traditional lectures. Using random model, two statistically significant medium overall sizes—Cohen's d = 0.409 outcome, Cohen's 0.400 outcome—and small size—Cohen's 0.285 outcome. In addition, through publication bias test, did not find was threatened by bias. Moderator variable analysis demonstrated year publication, region, level, subject, treatment (intervention) duration, learning environment variables influencing outcomes. Overall, results suggest significantly improved Context implications Rationale study: explore as there is lack sufficient prior research evidence prove this. Why new findings matter: As first clarifying all three domains it fills gap meta‐analyses topic. Implications researchers practitioners: points way practitioners who apply classroom. Researchers can topics based study, such investigating influence mechanism different respectively. provides effective references promising future instructional design practice.

Язык: Английский

Процитировано

0

Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games DOI Creative Commons

Pakinee Ariya,

Natchaya Wongwan,

Kannikar Intawong

и другие.

Social Sciences & Humanities Open, Год журнала: 2025, Номер 11, С. 101387 - 101387

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

Impact of Digital Resources on ESP Academic Performance DOI Open Access
Beatriz Chaves, Cristina de la Peña Álvarez

TESOL Journal, Год журнала: 2025, Номер 16(2)

Опубликована: Март 24, 2025

ABSTRACT Technology, constantly present in current society and education, needs to make use of the most effective digital resources optimize teaching‐learning process. Despite growing body literature on pedagogical effectiveness a second language (L2) context, limited research has been conducted when working with English for specific purposes, especially tourism sector. To this end, aims determine whether implementation game mechanics improves students' academic performance face‐to‐face university contexts. A study was 4 months ESP Tourism students ( n = 145) using quasi‐experimental design compare traditional employment (Nearpod Quizizz) platforms (Prezi Genially) their performance. The results show that obtained better than (textbook). Furthermore, game‐based resources, performed platforms. Thus, contributes scientific community by presenting practical proposal demonstrates classroom.

Язык: Английский

Процитировано

0

Gamifying the university classroom: a comparative analysis of game dimensions through educational Escape Room and a digital board game DOI Creative Commons

Marta Mauri-Medrano,

Sara González-Yubero, Carolina Falcón-Linares

и другие.

Frontiers in Education, Год журнала: 2024, Номер 9

Опубликована: Март 22, 2024

Introduction University education is looking for innovative ways to enrich the teaching-learning process. Methods This study aims describe and compare two gamified experiences: an educational Escape Room a digital goose board game with Genially. The design of this research follows quantitative correlational methodology. A total 135 university students in first year Bachelor’s Degree Primary Education participated study. Results Data were collected using Gamified Game Experience Scale (GAMEX). results contrasting means dimensions between both experiences reveal significant variability ( p < 0.01) favor fun, absorption, creative thinking, activation mastery. On other hand, absence negative affect was 0.05) game. Discussion It could be said that manifests itself as powerful resource learning. However, it can induce high level stress, generating discomfort, hostility frustration students, so its implementation not free effects. These findings provide additional empirical evidence guide Higher environment.

Язык: Английский

Процитировано

2

Gamified flipped classroom in education: a systematic review DOI Open Access
Wan Masitah Wan Majid, Farah M. Zain, Siti Noor Ismail

и другие.

International Journal of Evaluation and Research in Education (IJERE), Год журнала: 2024, Номер 13(3), С. 1610 - 1610

Опубликована: Март 21, 2024

Nowadays, gamified flipped classrooms (GFC) are a cutting-edge teaching method. Using gamification techniques with (FC) significantly positively affects teachers and students. This study reviews the impact of GFC research on education methodically. Hence, investigated comprehensive literature review 52 empirical publications published between 2018 2022 in various electronic databases web. Note that established foundation for significance upcoming projects by critically assessing evaluating different inconsistencies literature. In addition to examining contradictory results previous research, offer framework as well guidance future researchers terms theoretical models, methodology, game tools or online platforms, activity, elements, variables, GFC.

Язык: Английский

Процитировано

1

Educational dualism in action: Systematic review of gamification and flipped classrooms’ effects on young learners DOI
Jessica del Rocío Fernández Velásquez, Óscar López Regalado, Gisela Fernández-Hurtado

и другие.

Contemporary Educational Technology, Год журнала: 2024, Номер 17(1), С. ep557 - ep557

Опубликована: Дек. 25, 2024

The systematic review explores the integration of gamification with flipped classroom in basic education, combining game mechanics teaching methods to improve student engagement and motivation, examines evolution scientific production between 2022 2024, using preferred reporting items for reviews meta-analyses approach select 37 articles from Scopus Web Science. search focused on terms such as “gamification” “flipped classroom”, a bibliometric analysis was applied assess research trends methods. results indicate that classrooms increases autonomy content retention, addition improving satisfaction academic performance, revealing preference gamified environments facilitate interactive autonomous learning; other hand, ATLAS.ti software qualitatively revealed key issues through cross perceptions various authors, concluding this is effective increasing motivation satisfaction, recommending its application teach multidisciplinary environments.

Язык: Английский

Процитировано

0