The study on the effects of gamified interactive e-books on students' learning achievements and motivation in a Chinese character learning flipped classroom

被引:5
|
作者
Chen, Chuang [1 ]
Jamiat, Nurullizam [2 ]
Mao, Yongchun [3 ]
机构
[1] Zhengzhou Univ Ind Technol, Sch Art & Design, Zhengzhou, Peoples R China
[2] Univ Sains Malaysia, Ctr Instructional Technol & Multimedia, George Town, Penang, Malaysia
[3] Qilu Univ Technol, Shandong Acad Sci, Sch Arts & Design, Jinan, Peoples R China
来源
FRONTIERS IN PSYCHOLOGY | 2023年 / 14卷
关键词
flipped classroom; Chinese character learning; gamified interactive e-books; motivation; learning achievement; gamification in education; educational technologies; SELF-DETERMINATION THEORY; LANGUAGE; GAMIFICATION; PERFORMANCE; ENGAGEMENT; EDUCATION; ONLINE; MODEL; COMPREHENSION; TECHNOLOGY;
D O I
10.3389/fpsyg.2023.1236297
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Existing empirical research has demonstrated the positive effects of flipping the classroom to improve student motivation and achievement by flipping in-class learning content to pre-class. However, the flipped classroom approach requires that students be engaged and motivated in the pre-class stage to ensure that the in-class learning activities run smoothly. Previous studies have highlighted the difficulties that students often encounter when trying to learn Chinese characters in Chinese language classes, especially those who are in the early stages of learning the language. Therefore, in this study, a gamified interactive e-book was developed and used in a flipped classroom for Chinese character learning. To evaluate the effectiveness of this approach, a pre-test and post-test control group experimental design was used. The participants were 90 s-grade students from a public primary school in Zhengzhou, China, who were randomly assigned to two experimental groups and one control group: the students who used a gamified interactive e-book in a Chinese character learning flipped classroom (GIEFC group), the students who used a traditional flipped classroom (TFC group), and the students who used a traditional teaching classroom (TTC group). The experimental results indicated that students in the GIEFC group scored higher than those in the TFC and TTC groups in terms of learning achievements and motivation. In addition, the experimental results also demonstrated the positive effects of gamified interactive e-books in flipped classroom learning. Future research could explore a variety of different types of game elements as well as the extension of research to other subjects.
引用
收藏
页数:14
相关论文
共 50 条
  • [31] AN EXPERIMENT IN FLIPPED LEARNING IN HIGHER EDUCATION. THE STUDY OF THE INFLUENCE OF FLIPPED LEARNING IN THE MOTIVATION OF ENGINEERING STUDENTS
    Castilla, G.
    Escribano, J. J.
    Romana, M.
    INTED2015: 9TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE, 2015, : 5246 - 5254
  • [32] The Effects of Students' Learning Anxiety and Motivation on the Learning Achievement in the Activity Theory Based Gamified Learning Environment
    Su, Chung-Ho
    EURASIA JOURNAL OF MATHEMATICS SCIENCE AND TECHNOLOGY EDUCATION, 2017, 13 (05) : 1229 - 1258
  • [33] Sustainability in E-Learning: E-Books and Academic Procrastination among Secondary Students
    Al Mulhim, Ensaf Nasser
    Zaky, Yara Ahmed Mohebeldin
    SUSTAINABILITY, 2023, 15 (20)
  • [34] The Effects of Flipped Learning on Learning and Motivation of Upper Secondary School Physical Education Students
    Ferriz-Valero, Alberto
    osterlie, Ove
    Penichet-Tomas, Alfonso
    Baena-Morales, Salvador
    FRONTIERS IN EDUCATION, 2022, 7
  • [35] Application of Innovative Flipped Classroom Learning on Improving Motivation of Midwifery Students in the Antenatal Care
    Kolifah
    Prihartanti, Niken Grah
    Mudhawaroh
    PROCEEDINGS OF THE HEALTH SCIENCE INTERNATIONAL CONFERENCE (HSIC 2017), 2017, 2 : 309 - 315
  • [36] DIGITAL LEARNING CONTENT: THE E-BOOKS AS A SUPPORT FOR TECHNOLOGY EDUCATION WITH STUDENTS ASSISTANCE
    Pavlasek, Pavel
    Polcanova, Erika
    Ridzonova, Zuzana
    Novota, Marian
    Hivesova, Daniela
    INTED2011: 5TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE, 2011, : 1516 - 1524
  • [37] Learning From High School Students' Lived Experiences of Reading E-Books and Printed Books
    Evans, Ellen
    JOURNAL OF ADOLESCENT & ADULT LITERACY, 2017, 61 (03) : 311 - 318
  • [38] Using interactive multimedia e-Books for learning blood cell morphology in pediatric hematology
    Chih-Cheng Hsiao
    Mao-Meng Tiao
    Chih-Cheng Chen
    BMC Medical Education, 16
  • [39] Using interactive multimedia e-Books for learning blood cell morphology in pediatric hematology
    Hsiao, Chih-Cheng
    Tiao, Mao-Meng
    Chen, Chih-Cheng
    BMC MEDICAL EDUCATION, 2016, 16 : 1 - 8
  • [40] Investigating the effect of learning styles on the acceptance of e-books among university students
    Painen-Aravena, Giselle
    Alfaro-Perez, Jorge
    Ramirez-Correa, Patricio
    Grandon, Elizabeth E.
    Araya-Guzman, Sergio
    2019 14TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI), 2019,