Gamification of in-class activities in flipped classroom lectures

被引:66
|
作者
Sailer, Michael [1 ]
Sailer, Maximilian [2 ]
机构
[1] Ludwig Maximilians Univ Munchen, Chair Educ & Educ Psychol, Munich, Germany
[2] Univ Passau, Educ Sci, Passau, Germany
关键词
HIGHER-EDUCATION; MOTIVATION;
D O I
10.1111/bjet.12948
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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 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).
引用
收藏
页码:75 / 90
页数:16
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