Encouraging the flip with a gamified process

The current university student population mainly consists of students born between the years 1995 – 2012. This cohort has grown up in a world of technological stimulation and many expect their learning and teaching environment to reflect this (Chaudhuri, 2020). In response to this shift in student e...

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Autores principales: Jackie Hammill, Thinh Nguyen, Fiona Henderson
Formato: article
Lenguaje:EN
Publicado: Elsevier 2021
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Acceso en línea:https://doaj.org/article/65d7cb57022e45d2ba3afed9a6aab029
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spelling oai:doaj.org-article:65d7cb57022e45d2ba3afed9a6aab0292021-11-06T04:36:18ZEncouraging the flip with a gamified process2666-374010.1016/j.ijedro.2021.100085https://doaj.org/article/65d7cb57022e45d2ba3afed9a6aab0292021-01-01T00:00:00Zhttp://www.sciencedirect.com/science/article/pii/S2666374021000558https://doaj.org/toc/2666-3740The current university student population mainly consists of students born between the years 1995 – 2012. This cohort has grown up in a world of technological stimulation and many expect their learning and teaching environment to reflect this (Chaudhuri, 2020). In response to this shift in student expectation there has been an increased focus on flipped learning where classrooms provide active learning activities to engage students. This article investigated student motivation and engagement in an active-learning, flipped classroom which implemented elements of gamification while supporting students’ psychological needs of autonomy, relatedness and connection. A mixed-methods approach utilising student perception surveys and focus groups was used to assess student motivation and engagement. The data revealed a significant number of students were motivated and engaged in the learning process throughout the course. Students commented positively on the variety of gamification techniques used to enhance engagement. Students indicated their writing, presentation and comprehension improved throughout the course. In addition to focusing on non-technical gamification elements, the learning and teaching process included chunking pre and in-class materials which may have assisted with student engagement and comprehension. It is concluded the learning and teaching approach implemented contributes to motivating and engaging our current GenZ students in the learning and teaching process.Jackie HammillThinh NguyenFiona HendersonElsevierarticleActive learningFlipped classroomGamificationStudent engagementSelf-determination theoryChunkingTheory and practice of educationLB5-3640ENInternational Journal of Educational Research Open, Vol 2, Iss , Pp 100085- (2021)
institution DOAJ
collection DOAJ
language EN
topic Active learning
Flipped classroom
Gamification
Student engagement
Self-determination theory
Chunking
Theory and practice of education
LB5-3640
spellingShingle Active learning
Flipped classroom
Gamification
Student engagement
Self-determination theory
Chunking
Theory and practice of education
LB5-3640
Jackie Hammill
Thinh Nguyen
Fiona Henderson
Encouraging the flip with a gamified process
description The current university student population mainly consists of students born between the years 1995 – 2012. This cohort has grown up in a world of technological stimulation and many expect their learning and teaching environment to reflect this (Chaudhuri, 2020). In response to this shift in student expectation there has been an increased focus on flipped learning where classrooms provide active learning activities to engage students. This article investigated student motivation and engagement in an active-learning, flipped classroom which implemented elements of gamification while supporting students’ psychological needs of autonomy, relatedness and connection. A mixed-methods approach utilising student perception surveys and focus groups was used to assess student motivation and engagement. The data revealed a significant number of students were motivated and engaged in the learning process throughout the course. Students commented positively on the variety of gamification techniques used to enhance engagement. Students indicated their writing, presentation and comprehension improved throughout the course. In addition to focusing on non-technical gamification elements, the learning and teaching process included chunking pre and in-class materials which may have assisted with student engagement and comprehension. It is concluded the learning and teaching approach implemented contributes to motivating and engaging our current GenZ students in the learning and teaching process.
format article
author Jackie Hammill
Thinh Nguyen
Fiona Henderson
author_facet Jackie Hammill
Thinh Nguyen
Fiona Henderson
author_sort Jackie Hammill
title Encouraging the flip with a gamified process
title_short Encouraging the flip with a gamified process
title_full Encouraging the flip with a gamified process
title_fullStr Encouraging the flip with a gamified process
title_full_unstemmed Encouraging the flip with a gamified process
title_sort encouraging the flip with a gamified process
publisher Elsevier
publishDate 2021
url https://doaj.org/article/65d7cb57022e45d2ba3afed9a6aab029
work_keys_str_mv AT jackiehammill encouragingtheflipwithagamifiedprocess
AT thinhnguyen encouragingtheflipwithagamifiedprocess
AT fionahenderson encouragingtheflipwithagamifiedprocess
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