The effects of gamified flipped instruction on learner performance and need satisfaction: A study in a low-tech setting. Issue 11 (11th November 2019)
- Record Type:
- Journal Article
- Title:
- The effects of gamified flipped instruction on learner performance and need satisfaction: A study in a low-tech setting. Issue 11 (11th November 2019)
- Main Title:
- The effects of gamified flipped instruction on learner performance and need satisfaction
- Authors:
- Zainuddin, Zamzami
Shujahat, Muhammad
Chu, Samuel K.W.
Haruna, Hussein
Farida, Ratna - Abstract:
- Abstract : Purpose: This study aims to assess students' learning performance and perceived need satisfaction between a gamified flipped classroom (GFC) and flipped classroom (FC) instruction in a low-tech setting. The iSpring Learn learning management system was used as a low-tech gamification application in gamifying the flipped learning class. Design/methodology/approach: A quantitative research approach was used for collecting the data. Three formative assessments were used to examine students' learning performance during the intervention period, and a post-questionnaire survey was used to support the data collection process with regard to students' perceived needs satisfaction. In total, 56 students were involved in a non-randomised experiment with a control group design. Findings: The results reveal that Assessment 1 showed no significant difference between the two intervention groups ( p > 0.05), while Assessments 2 and 3 were significantly different ( p < 0.05). The survey results confirm that participants in the GFC have achieved a great level of motivation because their innate psychological needs for competence, autonomy and relatedness are satisfied. Practical implications: The use of game-like features can be a powerful means to produce more engaging and fun activities in the FC context. The study has confirmed that integrating the gamification concept into FC instruction by adding challenges, incentives, points and rewards to quiz questions promoted a moreAbstract : Purpose: This study aims to assess students' learning performance and perceived need satisfaction between a gamified flipped classroom (GFC) and flipped classroom (FC) instruction in a low-tech setting. The iSpring Learn learning management system was used as a low-tech gamification application in gamifying the flipped learning class. Design/methodology/approach: A quantitative research approach was used for collecting the data. Three formative assessments were used to examine students' learning performance during the intervention period, and a post-questionnaire survey was used to support the data collection process with regard to students' perceived needs satisfaction. In total, 56 students were involved in a non-randomised experiment with a control group design. Findings: The results reveal that Assessment 1 showed no significant difference between the two intervention groups ( p > 0.05), while Assessments 2 and 3 were significantly different ( p < 0.05). The survey results confirm that participants in the GFC have achieved a great level of motivation because their innate psychological needs for competence, autonomy and relatedness are satisfied. Practical implications: The use of game-like features can be a powerful means to produce more engaging and fun activities in the FC context. The study has confirmed that integrating the gamification concept into FC instruction by adding challenges, incentives, points and rewards to quiz questions promoted a more engaging and enjoyable experience for learners. Originality/value: Gamification as a current concept of a twenty-first-century instructional skill has proven to be remarkably influential. This study suggests that the FC and gamification concept might be possibly implemented in a low-tech information environment – without the required advanced technology platform. … (more)
- Is Part Of:
- Information and learning sciences. Volume 120:Issue 11/12(2019)
- Journal:
- Information and learning sciences
- Issue:
- Volume 120:Issue 11/12(2019)
- Issue Display:
- Volume 120, Issue 11/12 (2019)
- Year:
- 2019
- Volume:
- 120
- Issue:
- 11/12
- Issue Sort Value:
- 2019-0120-NaN-0000
- Page Start:
- 789
- Page End:
- 802
- Publication Date:
- 2019-11-11
- Subjects:
- Motivation -- Gamification -- Achievement -- Flipped classroom -- Low-tech settings -- Basic needs satisfaction -- Gamified flipped classroom
Information science -- Periodicals
Library science -- Periodicals
Information theory in education -- Periodicals
Libraries and education -- Periodicals
020 - Journal URLs:
- http://www.emeraldinsight.com/loi/ils ↗
http://www.emeraldinsight.com/ ↗ - DOI:
- 10.1108/ILS-07-2019-0067 ↗
- Languages:
- English
- ISSNs:
- 2398-5348
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 12244.xml