Literaturnachweis - Detailanzeige
Autor/inn/en | Gündüz, Abdullah Yasin; Akkoyunlu, Buket |
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Titel | Effectiveness of Gamification in Flipped Learning |
Quelle | In: SAGE Open, 10 (2020) 4, (16 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Zusatzinformation | ORCID (Gündüz, Abdullah Yasin) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 2158-2440 |
DOI | 10.1177/2158244020979837 |
Schlagwörter | Instructional Effectiveness; Game Based Learning; Flipped Classroom; Rewards; Recognition (Achievement); Electronic Learning; Academic Achievement; Student Participation; Student Journals; Electronic Journals; Achievement Tests; Instructional Design; College Students Unterrichtserfolg; Flipped classrooms; Flip teaching; Inverted teaching; Reward; Belohnung; Soziale Anerkennung; Schulleistung; Schülermitarbeit; Schülermitwirkung; Studentische Mitbestimmung; Studentenzeitung; E-Journal; Achievement test; Achievement; Testing; Test; Tests; Leistungsbeurteilung; Leistungsüberprüfung; Leistung; Testdurchführung; Testen; Lesson concept; Lessonplan; Unterrichtsentwurf; Collegestudent |
Abstract | The success of the flipped learning approach is directly related to the preparation process through the online learning environment. It is clear that the desired level of academic achievement cannot be reached if the students come to class without completing their assignments. In this study, we investigated the effect of the use of gamification in the online environment of flipped learning to determine whether it will increase interaction data, participation, and achievement. We used a mixed-methods sequential explanatory design, which implies collecting and analyzing quantitative and then qualitative data. In the online learning environment of the experimental group, we used the gamification. However, participants in the control group could not access the game components. According to the findings, the experimental group had higher scores in terms of interaction data, participation, and achievement compared with the control group. Students with low participation can be encouraged to do online activities with gamification techniques. (As Provided). |
Anmerkungen | SAGE Publications. 2455 Teller Road, Thousand Oaks, CA 91320. Tel: 800-818-7243; Tel: 805-499-9774; Fax: 800-583-2665; e-mail: journals@sagepub.com; Web site: http://sagepub.com |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |