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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Main Authors: Jackie Hammill, Thinh Nguyen, Fiona Henderson
Format: Article
Language:English
Published: Elsevier 2021-01-01
Series:International Journal of Educational Research Open
Subjects:
Online Access:http://www.sciencedirect.com/science/article/pii/S2666374021000558
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author Jackie Hammill
Thinh Nguyen
Fiona Henderson
author_facet Jackie Hammill
Thinh Nguyen
Fiona Henderson
author_sort Jackie Hammill
collection DOAJ
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.
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spelling doaj.art-65d7cb57022e45d2ba3afed9a6aab0292022-12-21T23:27:32ZengElsevierInternational Journal of Educational Research Open2666-37402021-01-012100085Encouraging the flip with a gamified processJackie Hammill0Thinh Nguyen1Fiona Henderson2First Year College, Victoria University, Melbourne, Ballarat Rd, Footscray VIC 3011, Australia; Corresponding author.First Year College, Victoria University, Melbourne, AustraliaCollege of Arts and Education, Victoria University, Melbourne, AustraliaThe 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.http://www.sciencedirect.com/science/article/pii/S2666374021000558Active learningFlipped classroomGamificationStudent engagementSelf-determination theoryChunking
spellingShingle Jackie Hammill
Thinh Nguyen
Fiona Henderson
Encouraging the flip with a gamified process
International Journal of Educational Research Open
Active learning
Flipped classroom
Gamification
Student engagement
Self-determination theory
Chunking
title 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_short Encouraging the flip with a gamified process
title_sort encouraging the flip with a gamified process
topic Active learning
Flipped classroom
Gamification
Student engagement
Self-determination theory
Chunking
url http://www.sciencedirect.com/science/article/pii/S2666374021000558
work_keys_str_mv AT jackiehammill encouragingtheflipwithagamifiedprocess
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