The effects of gamified flipped instruction on learner performance and need satisfaction A study in a low-tech setting

被引:23
作者
Zainuddin, Zamzami [1 ]
Shujahat, Muhammad [2 ]
Chu, Samuel K. W. [1 ]
Haruna, Hussein [1 ]
Farida, Ratna [3 ]
机构
[1] Univ Hong Kong, Fac Educ, Hong Kong, Peoples R China
[2] Univ Hong Kong, Fac Educ, KM & Lab, Hong Kong, Peoples R China
[3] Sekolah Tinggi Ilmu Adm Nas, Dept Publ Adm, Lhokseumawe, Indonesia
关键词
Motivation; Gamification; Achievement; Flipped classroom; Low-tech settings; Basic needs satisfaction; Gamified flipped classroom; CLASSROOM; GAMIFICATION; STUDENTS; IMPACT; EDUCATION; ENGAGEMENT; MOTIVATION; INFORMATION; ACHIEVEMENT; EXPERIENCES;
D O I
10.1108/ILS-07-2019-0067
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
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. 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.
引用
收藏
页码:789 / 802
页数:14
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