The Effect of Gamification on Math Achievement, Motivation, and Learning Strategies in Flipped Classrooms

Fatma Pehlivan, Taner Arabacioglu

Abstract


The aim of this research is to examine the effect of the gamification elements usage in the flipped classroom model on students’ academic success, motivation, and learning strategies in the 9th grade mathematics course clusters subject. The method of the study is a quasi-experimental research design with a pretest/post-test control group. The sample of the study comprises 38 vocational high school students who attend 9th grade. The experimental process was conducted for five weeks in the mathematics lesson on “Clusters.” Motivated Strategies for Learning Questionnaire (MSLQ) and achievement tests were used as data collection tools. According to the results of the research, while gamification did not make a significant difference in academic achievement and motivation, it caused a significant difference in the elaboration and peer learning dimensions of the learning strategies scale. Although this is not reflected in academic success in the research, it is considered to contribute positively to student performance. In addition, taking the group as the basis instead of the individual in the design of gamification is thought to prevent negativities, such as anxiety and jealousy, that may develop because of gamification, as well as contribute positively to student performance.

Keywords


Gamification, Mathematics achievement, Motivation, Flipped classrooms

Full Text:

PDF

References


Abeysekera, L., & Dawson, P. (2015). Motivation and cognitive load in the inverted classroom: definition, rationale and call for research. Higher Education Research & Development, 34(1), 1-14, https://doi.org/10.1080/07294360.2014.934336

Aguiar-Castillo, L., Clavijo-Rodriguez, A., Hernández-López, L., De Saa-Pérez, P., & Pérez-Jiménez, R. (2021). Gamification and deep learning approaches in higher education. Journal of Hospitality, Leisure, Sport, and Tourism Education, 29, 100290. https://doi.org/10.1016/j.jhlste.2020.100290

Akcayir, G., & Akcayir, M. (2018). The flipped classroom: A review of its advantages and challenges. Computers & Education, 126, 334–345. https://doi.org/10.1016/j.compedu.2018.07.021.

Alsancak Sırakaya, D. (2017). Oyunlaştırılmış Tersyüz Sınıf Modeline Yönelik Öğrenci Görüşleri. Ondokuz Mayıs Eğitim Fakültesi Dergisi, 36(1), 114-132. https://doi.org/10.7822/omuefd.327393

Alten, D., Phielix C., Janssen, J., & Kester, L. (2019). Effects of flipping the classroom on learning outcomes and satisfaction: A meta-analysis. Educational Research Review 28, 100281. https://doi.org/10.1016/j.edurev.2019.05.003.

Aşıksoy, G. (2018). The effects of the gamified flipped classroom environment (GFCE) on students’ motivation, learning achievements and perception in a physics course. Quality and Quantity, 52, 129–145. https://doi.org/10.1007/s11135-017-0597-1

Arkun Kocadere, S., & Samur, Y. (2016). Oyundan oyunlaştırmaya. Buket Akkoyunlu, Aytekin İşman, Hatice Ferhan Odabaşı (Ed.), Eğitim Teknolojileri Okumaları (397-415). Salmat Basım Yayıncılık.

Awidi, I., & Paynter, M. (2019). The impact of a flipped classroom approach on student learning experience, Computers & Education, 128, 269–283. https://doi.org/10.1016/j.compedu.2018.09.013.

Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322

Bergmann, J. (2011). The history of the flipped class. Retreived on 13/01/2021 from http://www.jonbergmann. com/the-history-of-the-flipped-class

Bergmann, J., & Sams, A. (2012). Flip your classroom: Reach every student in every class every day. Washington DC: International Society for Technology in Education. Bishop, J. L., & Verleger, M. A. (2013, June 23-26). The Flipped Classroom: A Survey of the Research [Conference presentation]. 120th American Society for Engineering Education Annual Conference and Exposition, Atlanta, Georgia, United States. Boud, D., Cohen, R., & Sampson, J. (1999). Peer Learning and Assessment. Assessment & Evaluation in Higher Education, 24(4), 413-426. https://doi.org/10.1080/0260293990240405

Çakıroğlu, Ü., Başıbüyük, B., Güler, M., Atabay, M., & Memiş, B. Y. (2017). Gamifying an ICT course: Influences on engagement and academic performance. Computers in human behavior, 69, 98-107. https://doi.org/10.1016/j.chb.2016.12.018.

Chen, Y., Wang, Y., & Chen, N. S. (2014). Is FLIP enough? Or should we use the FLIPPED model instead?. Computers & Education, 79, 16-27. https://doi.org/10.1016/j.compedu.2014.07.004.

Cheng, L., Ritzhaupt, A., & Antonenko, P. (2019). Effects of the flipped classroom instructional strategy on students’ learning outcomes: a metaanalysis. Education Tech Research Dev, 67, 793–824. https://doi.org/10.1007/s11423-018-9633-7

De-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches inlearning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99-113. https://doi.org/10.1016/j.compedu.2015.12.008

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements togamefulness: defining “gamification”. In Proceedings of the 15th International Academic Mind Trek Conference: Envisioning future media environments (pp. 9–15). Tampere, Finland: ACM.

Fredriksen, H. (2020). Exploring Realistic Mathematics Education in a Flipped Classroom Context at the Tertiary Level. Int J of Sci and Math Educ, 19, 377-396. https://doi.org/10.1007/s10763-020-10053-1

Guo, J. (2019). The use of an extended flipped classroom model in improving students’ learning in an undergraduate course. J Comput High Educ, 31, 362–390. https://doi.org/10.1007/s12528-019-09224-z

Gündüz, A. Y., & Akkoyunlu, B. (2020). Effectiveness of Gamification in Flipped Learning. SAGE Open, 10(4). https://doi.org/10.1177/2158244020979837

Huang, B., & Hew, K. F. (2018). Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts. Computers and Education, 125, 4–272. https://doi.org/10.1016/j.compedu.2018.06.018

Huang, B., Hew, K. F., & Lo, C. K. (2019). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments, 27(8), 1106–1126. https://doi.org/10.1080/10494820.2018.1495653

Huang, R., et al. (2020). The impact of gamification in educational settings on student learning outcomes: a meta-analysis. Education Tech Research Dev 68, 1875–1901. https://doi.org/10.1007/s11423-020-09807-z

Jo, J., Jun, H., & Lim, H. (2018). A comparative study on gamification of the flipped classroom in engineering education to enhance the effects of learning. Computer Applications in Engineering Education, 26(5), 1626–1640. https://doi.org/10.1002/cae.21992

Johnson, L. W. (2012). Effect of the flipped classroom model on a secondary computer applications course: Student and teacher perceptions, questions, and student achievement [Unpublished doctoral dissertation]. University of Louisville, Kentucky.

Karadeniz, S., Büyüköztürk, S., Akgün, O. E., Çakmak, E. K., & Demirel, F. (2008). The Turkish adaptation study of motivated strategies for learning questionnaire (MSLQ) for 12-18-year old children: Results of confirmatory factor analysis. The Turkish Online Journal of Educational Technology, 7(4), 108-117.

Kim, B. (2015). The popularity of gamification in the mobile and social era. Library Technology Reports, 1-5.

Kong, S. C. (2014). Developing information literacy and critical thinking skills through domain knowledge learning in digital classrooms: An experience of practicing flipped classroom strategy. Computers & Education, 78, 160–173. https://doi.org/10.1016/j.compedu.2014.05.009.

Kurtz, G., Tsimerman. A. & Steiner-Lavi, O. (2014). The Flipped-classroom Approach: The Answer to Future Learning?. European Journal of Open, Distance and e-Learning, 17(2), 172-182. https://doi.org/10.2478/eurodl-2014-0027

Kyewski, E., & Krämer, N. C. (2018). To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Computers and Education, 118, 25–37. https://doi.org/10.1016/j.compedu.2017.11.006

Licorish, S. A., Owen, H. E., Daniel, B & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(9). https://doi.org/10.1186/s41039-018-0078-8

Lisi, R. D. (2002). From Marbles to Instant Messenger: Implications of Piaget’s Ideas About Peer Learning. Theory Into Practice, 41(1), 5-12. https://doi.org/10.1207/s15430421tip4101_2

Lo, C. K., & Hew, K. F. (2020). A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement. Interactive Learning Environments, 28(4), 464–481. https://doi.org/10.1080/10494820.2018.1541910

Mason, G.S., Shuman, T. R., & Cook, K. E. (2013). Comparing the effectiveness of an inverted classroom to a traditional classroom in an upper-division engineering course. IEEE Transactions on Education, 56(4), 430-435. https://doi.org/10.1109/TE.2013.2249066.

Mekler, E., Brühlman, F., Tuch, A., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behaviour, 71, 525-534. https://doi.org/10.1016/j.chb.2015.08.048

Morschheuser, B., Hamari, J., & Maedche, A. (2019). Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing. International Journal of Human-Computer Studies, 127, 7-24. https://doi.org/10.1016/j.ijhcs.2018.10.001

Nwosisi, C., Ferreira, A., Rosenberg, W., & Walsh, K. (2016). A Study of the Flipped Classroom and Its Effectiveness in Flipping Thirty Percent of the Course Content. International Journal of Information and Education Technology, 6(5). https://doi.org/10.7763/ijiet.2016.v6.712

Özdener, N. (2018). Gamification for enhancing Web 2.0 based educational activities: The case of pre-service grade schoolteachers using educational Wiki pages. Telematics and Informatics, 35(3), 564–578. https://doi.org/10.1016/j.tele.2017.04.003

Pallant, J. (2016). Spss survival manual: A step by step guide to data analysis using spss program (6th ed.). McGraw-Hill Education.

Palmer, D. (2007). What Is the Best Way to Motivate Students in Science?. Teaching Science-The Journal of the Australian Science Teachers Association, 53(1), 38-42.

Pierce, R. & Fox, J. (2012). Vodcasts and active-learning exercises in a “flipped classroom” model of a renal pharmacotherapy module. American Journal of Pharmaceutical Education, 76(10), 1-5. https://doi.org/10.5688/ajpe7610196.

Pintrich, P. R. (2003). Motivation and classroom learning. John Wiley Sons.

Pintrich, P. R., Smith, D. A., Garcia, T., & McKeachie, W. J. (1993). Reliability and predictive validity of the Motivated Strategies for Learning Questionnaire (MSLQ). Educational and Psychological Measurement, 53(3), 801–813. https://doi.org/10.1177/0013164493053003024

Putz, L. M., Hofbauer, F., & Treiblmaier, H. (2020). Can gamification help to improve education? Findings from a longitudinal study. Computers in Human Behavior, 110, 106392. https://doi.org/10.1016/j.chb.2020.106392

Rashid, S., & Akram, R. (2019). Relationship between the levels of motivation and learning strategies of prospective teachers at Higher Education level. Bulletin of Education and Research, 41(1), 57–66.

Sage M. & Sele, P. (2015). Reflective journaling as a flipped classroom technique to increase reading and participation with social work students. Journal of Social Work Education, 51(4), 668-681. https://doi.org/10.1080/10437797.2015.1076274

Sailer, M., & Sailer, M. (2021). Gamification of in-class activities in flipped classroom lectures. British Journal of Educational Technology, 52(1), 75–90. https://doi.org/10.1111/bjet.12948

Sailor, M., Hense, J.U., Mayr, S.K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects ofspecific game design elements on psychological need satisfaction. Computers in Human Behaviour, 69, 371-380. https://doi.org/10.1016/j.chb.2016.12.033

Sanchez, R. D., Langer, M. & Kaur, R. (2020). Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers & Education, 114. https://doi.org/10.1016/j.compedu.2019.103666.

Seemiller C., & Grace M. (2017). Generation Z: Educating and Engaging the Next Generation of Students. About Campus. 22(3), 21-26. https://doi.org/10.1002/abc.21293

Şengel, E. (2016). To FLIP or not to FLIP: Comparative case study in higher education in Turkey. Computers in Human Behavior, 64, 547-555. https://doi.org/10.1016/j.chb.2016.07.034.

Tenorio, T., Bittencourt, I., Isotani, S., Pedro, A., & Ospina, P. (2016). A gamified peer assessment model for on-line learning environments in a competitive context. Computers in Human Behaviour, 64, 247-263. https://doi.org/10.1016/j.chb.2016.06.049

Thai, N., Wever, B., & Valcke, M. (2017). The impact of a flipped classroom design on learning performance in higher education: Looking for the best “blend” of lectures and guiding questions with feedback. Computers & Education, 107, 113-126. https://doi.org/10.1016/j.compedu.2017.01.003.

Touchton, M. (2015). Flipping the classroom and student performance in advanced statistics: Evidence from a quasi-experiment. Journal of Political Science Education, 11(1), 28-44. https://doi.org/10.1080/15512169.2014.985105

Tune, J.D., Sturek, M., & Basile, D. P. (2013). Flipped classroom model improves graduate student performance in cardiovascular, respiratory, and renal physiology. Adv in Physiol Educ, 37(4), 316-320. https://doi.org/10.1152/advan.00091.2013.

Turan, Z., & Göktaş, Y. (2015). Yükseköğretimde Yeni Bir Yaklaşım: Öğrencilerin Ters Yüz Sınıf Yöntemine İlişkin Görüşleri. Yüksek Öğretim ve Bilim Dergisi, 5(2), 156-164.

Uz Bilgin, C., & Gul, A. (2020). Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments. TechTrends, 64(1), 124–136. https://doi.org/10.1007/s11528-019-00442-x

Vero, E., & Puka E. (2017). The Importance of Motivation in an Educational Environment. Formazione & Insegnamento, XV(1), 57-66. https://doi.org/107346/-fei-XV-01-17_05

Weinstein, C. E., Acee, T. W., & Jung, J. H. (2011). Self-regulation and learning strategies. New Directions for Teaching & Learning, 126, 45-53. https://doi.org/10.1002/tl.443.

Weinstein, C. E., & Mayer, R. E. (1986). The teaching of learning strategies. In M. C. Wittrock (Ed.), Handbook of research on teaching (3rd ed., pp. 315–327). Macmillan.

Yildirim, I. (2017). The effects of gamification-based teaching practices on student achievement and students’ attitudes toward lessons. Internet and Higher Education, 33, 86–92. https://doi.org/10.1016/j.iheduc.2017.02.002

Youngkin, C. A. (2014). The Flipped Classroom: Practices and Opportunities for Health Sciences Librarians. Medical Reference Services Quarterly, 33(4), 367-74. https://doi.org/10.1080/02763869.2014.957073

Zainuddin, Z., Shujahat, M., Chu, S. K. W., Haruna, H., & Farida, R. (2019). The effects of gamified flipped instruction on learner performance and need satisfaction: A study in a low-tech setting. Information and Learning Science, 120(11–12), 789–802. https://doi.org/10.1108/ILS-07-2019-0067

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30 100326. https://doi.org/10.1016/j.edurev.2020.100326

Zou, D. (2020). Gamified flipped EFL classroom for primary education: student and teacher perceptions. Journal of Computers in Education, 7(2), 213–228. https://doi.org/10.1007/s40692-020-00153-w




DOI: https://doi.org/10.7575/aiac.ijels.v.11n.4p.309

Refbacks

  • There are currently no refbacks.




License URL: https://creativecommons.org/licenses/by/4.0/

2013-2023 (CC-BY) Australian International Academic Centre PTY.LTD.

International Journal of Education and Literacy Studies  

You may require to add the 'aiac.org.au' domain to your e-mail 'safe list’ If you do not receive e-mail in your 'inbox'. Otherwise, you may check your 'Spam mail' or 'junk mail' folders.