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Auteur principal: Ekici, Murat
Format: Recurso educativo Open Access
Langue:en
Publié: 2021
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Accès en ligne:https://eric.ed.gov/?id=EJ1295862
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author Ekici, Murat
author_facet Ekici, Murat
Ekici, Murat
collection Education Resources Information Center
contents A Systematic Review of the Use of Gamification in Flipped Learning Ekici, Murat Flipped Classroom Computer Games Teaching Methods Databases Research Reports Integrated Learning Systems Learning Motivation Instructional Effectiveness Learning Experience Academic Achievement 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.
format Recurso educativo Open Access
id eric_EJ1295862
institution ERIC Institute of Education Sciences
language en
publishDate 2021
record_format eric
spellingShingle A Systematic Review of the Use of Gamification in Flipped Learning
Ekici, Murat
Flipped Classroom
Computer Games
Teaching Methods
Databases
Research Reports
Integrated Learning Systems
Learning Motivation
Instructional Effectiveness
Learning Experience
Academic Achievement
A Systematic Review of the Use of Gamification in Flipped Learning Ekici, Murat Flipped Classroom Computer Games Teaching Methods Databases Research Reports Integrated Learning Systems Learning Motivation Instructional Effectiveness Learning Experience Academic Achievement 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.
title A Systematic Review of the Use of Gamification in Flipped Learning
topic Flipped Classroom
Computer Games
Teaching Methods
Databases
Research Reports
Integrated Learning Systems
Learning Motivation
Instructional Effectiveness
Learning Experience
Academic Achievement
url https://eric.ed.gov/?id=EJ1295862