Cited by 26Educational Games and GamificationInnovative Teaching MethodsInnovative Teaching Methodologies in Social Sciences

The effects of gamified flipped classroom on student learning: evidence from a meta-analysis

Yu, Qing, Yu, Kun·2024·Interactive Learning Environments

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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Crossref · 10.1080/10494820.2023.2209791

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Authors
Yu, Q., & Yu, K.
Affiliations
Fudan University (CN)
Corresponding author
  • Yu, Qing
  • Yu, Kun
Venue
Interactive Learning Environments
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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