The effects of gamified flipped classroom on student learning: evidence from a meta-analysis
Abstract
Gamified flipped classroom (GFC) is becoming more and more popular. Is it more effective than traditional flipped learning? This meta-analysis explores the effects of GFC on students’ learning based on 17 high-quality experimental articles. The results suggest that GFC has an upper-medium positive effect on students’ learning (SMD = 0.769, p < 0.000), indicating that GFC is more effective than the flipped classroom. Furthermore, moderator analyses find that GFC is more effective (1) on academic achievement, motivation, engagement, and satisfaction; (2) among secondary and university students; (3) for 51–100 students; (4) for interventions between 1 and 3 months; (5) on No-STEM subjects, smaller on STEM subjects; (6) with storytelling, points, badges, leaderboards, levels, and timed tasks; (7) with less number of gamified elements; (8) when using experimental design; (9) on Asian and African students; (10) in journal articles and dissertations; (11) in former publication year.
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Cites
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2016.12.033 · Cited by 2,064 · see citing works
Hanus, M. D., & Fox, J. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.08.019 · Cited by 1,918 · cited 4× · see citing works
“Moreover, some gami fi ed elements may harm student learning (Hanus & Fox, 2015).”
InfluentialGamifying education: what is known, what is believed and what remains uncertain: a critical review
Dichev, C., & Dicheva, D. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0042-5 · Cited by 1,451 · cited 2× · see citing works
“Gami fi cation is a technology and a methodology (Dichev & Dicheva, 2017), which means applying game elements to non-game contexts (Deterding et al., 2011).”
Field, A. P., & Gillett, R. (2010) · British Journal of Mathematical and Statistical Psychology · doi:10.1348/000711010x502733 · Cited by 1,162 · see citing works
Gamified learning in higher education: A systematic review of the literature
Subhash, S., & Cudney, E. A. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.05.028 · Cited by 1,043 · see citing works
Bai, S., Hew, K. F., & Huang, B. (2020) · Educational Research Review · doi:10.1016/j.edurev.2020.100322 · Cited by 689 · cited 9× · see citing works
“Furthermore, they all found that gami fi cation positively a ff ected students ’ learning (e.g. Bai et al., 2020; Huang et al., 2020; Ho et al., 2022; Kim & Castelli, 2021; Ritzhaupt et al., 2021; Y ı ld ı r ı m & Ş en, 2021).”
InfluentialCheng, L., Ritzhaupt, A. D., & Antonenko, P. (2019) · Educational Technology Research and Development · doi:10.1007/s11423-018-9633-7 · Cited by 494 · see citing works
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The impact of gamification in educational settings on student learning outcomes: a meta-analysis
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“The publication type has a moderating e ff ect, consistent with Huang et al. (2020) but inconsistent with Ritzhaupt et al. (2021).”
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- Authors
- Yu, Q., & Yu, K.
- Affiliations
- Fudan University (CN)
- Corresponding author
- Yu, Qing
- Yu, Kun
- Venue
- Interactive Learning Environments
- Publisher
- Informa UK Limited
- Published
- 2023-05-10
- Volume
- 32
- Issue
- 9
- Pages
- 5126-5141
- ISSN
- 1049-4820 (ISSN-L)
- 1744-5191
- OpenAlex
- W4376140563
- Cited by
- 26
- References
- 10
- Citations by year
- 2026: 11 · 2025: 7 · 2024: 6 · 2023: 2
- FWCI
- 1.51
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Interactive Learning Environments (publishedVersion)
- Funders
- Natural Science Foundation of Shanghai (20ZR1416400)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Innovative Teaching Methods
- Social Sciences › Education › Innovative Teaching Methodologies in Social Sciences
- Keywords
- gamification, flipped classroom, student learning, academic performance, student motivation, student engagement, student satisfaction, STEM education, storytelling, badges, leaderboards, game elements
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