Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement
Abstract
In recent years, flipped learning has attracted much attention around the world. This instructional approach is appealing because it can free up class time for knowledge application activities with help from the instructor and peers. However, its implementation can be fraught with challenges. Student disengagement in out-of-class activities, for example, is one of the major challenges of flipped learning. The purpose of this study is to examine whether gamification can enhance student engagement in a flipped course. A comparison study was conducted, involving two classes of undergraduate students in an Information Management course. The results indicated that students in the gamification-enhanced flipped learning group (n = 48) were more likely to complete the pre-class and post-class activities on time than those in the non-gamified flipped learning group (n = 48). Students in the gamification-enhanced flipped learning group also produced higher quality artifacts than the non-gamified flipped learning group in the pre-class thinking activities. Moreover, students in the gamification-enhanced flipped learning group scored significantly higher in the post-course test than did their non-gamified counterparts.
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Studies have reported a positive effect of game mechanics on the motivation of students to become engaged in their tasks.
“Finally, studies have reported a positive effect of game mechanics on the motivation of students to become engaged in their tasks (Hew, Huang, Chu & Chiu 2016;Huang et al. 2018).”
From Towards a motivational design? Connecting gamification user types and online learning activities (2020) · cites this paper as Huang et al. 2018
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- Authors
- Huang, B., Hew, K. F., & Lo, C. K.
- Affiliations
- University of Hong Kong (HK)
- Corresponding author
- Huang, Biyun
- Venue
- Interactive Learning Environments
- Publisher
- Informa UK Limited
- Published
- 2018-07-20
- Volume
- 27
- Issue
- 8
- Pages
- 1106-1126
- ISSN
- 1049-4820 (ISSN-L)
- 1744-5191
- OpenAlex
- W2884472172
- Semantic Scholar
- be5e451b1cf586f074ed2169901d13344bf6f964
- Cited by
- 406
- References
- 64
- Citations by year
- 2026: 34 · 2025: 48 · 2024: 77 · 2023: 75 · 2022: 56 · 2021: 54 · 2020: 45 · 2019: 13 · 2018: 4
- FWCI
- 56.82
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Interactive Learning Environments (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Innovative Teaching Methods
- Social Sciences › Education › Online and Blended Learning
- Keywords
- gamification, flipped learning, student engagement, behavioral engagement, cognitive engagement, undergraduate students, information management education, pre-class activities, student disengagement, learning artifacts
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