Gamification of in‐class activities in flipped classroom lectures
- 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 specificFor 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).…
Author: | Michael SailerORCiDGND, Maximilian SailerORCiDGND |
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URN: | urn:nbn:de:bvb:384-opus4-1090532 |
Frontdoor URL | https://opus.bibliothek.uni-augsburg.de/opus4/109053 |
ISSN: | 0007-1013OPAC |
ISSN: | 1467-8535OPAC |
Parent Title (English): | British Journal of Educational Technology |
Publisher: | Wiley |
Type: | Article |
Language: | English |
Year of first Publication: | 2021 |
Publishing Institution: | Universität Augsburg |
Release Date: | 2023/11/10 |
Tag: | Education |
Volume: | 52 |
Issue: | 1 |
First Page: | 75 |
Last Page: | 90 |
DOI: | https://doi.org/10.1111/bjet.12948 |
Institutes: | Philosophisch-Sozialwissenschaftliche Fakultät |
Philosophisch-Sozialwissenschaftliche Fakultät / Empirische Bildungsforschung | |
Philosophisch-Sozialwissenschaftliche Fakultät / Empirische Bildungsforschung / Lehrstuhl für Learning Analytics and Educational Data Mining | |
Dewey Decimal Classification: | 3 Sozialwissenschaften / 37 Bildung und Erziehung / 370 Bildung und Erziehung |
Licence (German): | ![]() |