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Article: Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts

TitleImplementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts
Authors
KeywordsEffects
Engagement
Flipped class
Game elements
Gamification
Issue Date2018
PublisherPergamon. The Journal's web site is located at http://www.elsevier.com/locate/compedu
Citation
Computers & Education, 2018, v. 125, p. 254-272 How to Cite?
AbstractFlipped learning can provide more in-class time for students to practice and apply knowledge and to receive feedback from peers and teachers. However, empirical studies have reported several problems that may occur with flipped classroom activities, including the failure of students to access out-of-class learning materials. Students who do not complete out-of-class work benefit little from the subsequent in-class discussion and problem-solving activities. This study offers a new contribution by exploring whether gamification could be a strategy to motivate students to participate in more out-of-class activities without forfeiting quality of work. We applied crucial aspects of five motivation theories to propose a goal-access-feedback-challenge-collaboration (GAFCC) gamification design model. We then implemented and tested this theory-driven model in two quasi-experimental studies involving postgraduate students. Collective results from the two experiments revealed that (a) the GAFCC class completed significantly more pre- and post-class activities than the control class and (b) the GAFCC class produced higher quality work than the control class. Participants’ perceptions of gamification were also collected through interviews, and reported in this study. This evidence supports a call for further research into the use of the GAFCC model in flipped classroom implementation. © 2018 Elsevier Ltd
Persistent Identifierhttp://hdl.handle.net/10722/275819
ISSN
2021 Impact Factor: 11.182
2020 SCImago Journal Rankings: 3.026
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorHuang, B-
dc.contributor.authorHew, KFT-
dc.date.accessioned2019-09-10T02:50:18Z-
dc.date.available2019-09-10T02:50:18Z-
dc.date.issued2018-
dc.identifier.citationComputers & Education, 2018, v. 125, p. 254-272-
dc.identifier.issn0360-1315-
dc.identifier.urihttp://hdl.handle.net/10722/275819-
dc.description.abstractFlipped learning can provide more in-class time for students to practice and apply knowledge and to receive feedback from peers and teachers. However, empirical studies have reported several problems that may occur with flipped classroom activities, including the failure of students to access out-of-class learning materials. Students who do not complete out-of-class work benefit little from the subsequent in-class discussion and problem-solving activities. This study offers a new contribution by exploring whether gamification could be a strategy to motivate students to participate in more out-of-class activities without forfeiting quality of work. We applied crucial aspects of five motivation theories to propose a goal-access-feedback-challenge-collaboration (GAFCC) gamification design model. We then implemented and tested this theory-driven model in two quasi-experimental studies involving postgraduate students. Collective results from the two experiments revealed that (a) the GAFCC class completed significantly more pre- and post-class activities than the control class and (b) the GAFCC class produced higher quality work than the control class. Participants’ perceptions of gamification were also collected through interviews, and reported in this study. This evidence supports a call for further research into the use of the GAFCC model in flipped classroom implementation. © 2018 Elsevier Ltd-
dc.languageeng-
dc.publisherPergamon. The Journal's web site is located at http://www.elsevier.com/locate/compedu-
dc.relation.ispartofComputers & Education-
dc.subjectEffects-
dc.subjectEngagement-
dc.subjectFlipped class-
dc.subjectGame elements-
dc.subjectGamification-
dc.titleImplementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts-
dc.typeArticle-
dc.identifier.emailHew, KFT: kfhew@hku.hk-
dc.identifier.authorityHew, KFT=rp01873-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1016/j.compedu.2018.06.018-
dc.identifier.scopuseid_2-s2.0-85048938437-
dc.identifier.hkuros304058-
dc.identifier.volume125-
dc.identifier.spage254-
dc.identifier.epage272-
dc.identifier.isiWOS:000441494100021-
dc.publisher.placeUnited Kingdom-
dc.identifier.issnl0360-1315-

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