Cited by 234Educational Games and GamificationInnovative Teaching MethodsOnline Learning and Analytics

Gamification of in‐class activities in flipped classroom lectures

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Sailer, Michael, Sailer, Maximilian·2021·British Journal of Educational Technology

Abstract

For higher education, the question of how in‐class activities can be supported in large lectures is of great relevance. This paper suggests a gamified flipped classroom approach to address this challenge. In an experimental study, N = 205 educational science students performed either gamified in‐class activities using a gamified quiz with points and a team leaderboard, or non‐gamified in‐class activities using exercise sheets. In line with the theory of gamified learning, the results show a positive indirect effect of gamification on application‐oriented knowledge that is mediated by learning process performance. Furthermore, based on a self‐determination theory framework, the results show positive effects of gamified in‐class activities on intrinsic motivation and social relatedness, but no significant effect on competence need satisfaction. The study provides insights into a particular casual construct of game design elements (points and team leaderboards) triggering specific mechanisms (immediate task‐level feedback and team competition) affecting a mediator (learning process performance) that in turn affects a learning outcome (application‐oriented knowledge).

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Cited by

Sorted by citations

Authors
Sailer, M., & Sailer, M.
Affiliations
Ludwig-Maximilians-Universität München (DE)
Corresponding author
Sailer, Michael
Venue
British Journal of Educational Technology
Publisher
Wiley
Published
2020-05-03
Volume
52
Issue
1
Pages
75-90
ISSN
  • 0007-1013 (ISSN-L)
  • 1467-8535
OpenAlex
W3023737633
Cited by
234
References
14
Citations by year
2026: 35 · 2025: 41 · 2024: 46 · 2023: 45 · 2022: 42 · 2021: 19 · 2020: 6
FWCI
42.24
Type
journal article
Language
en
Open access
Locations
  • British Journal of Educational Technology (publishedVersion, cc-by-nc)
  • Open access LMU (Ludwid Maxmilian's Universitat Munchen) (submittedVersion, cc-by-nc)
  • OSF Preprints (OSF Preprints) (submittedVersion)
  • OPUS (Augsburg University) (submittedVersion, cc-by-nc)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Innovative Teaching Methods
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
Keywords
gamification, flipped classroom, classroom activities, large lectures, self-determination theory, intrinsic motivation, social relatedness, competence need satisfaction, game elements, team competition

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