Abstract
There is increasing pressure on educational institutions to make their students active learners. Both game-based learning and the flipped classroom approach can be seen as manifestations of that change in educational paradigm. Ample evidence exists of the efficiency of each of game-based learning and the flipped classroom methodology. Successful blending of the flipped classroom with other pedagogical models such as problem-based learning provides the framework through which the flipped classroom methodology can support other learning approaches. However, very little research so far has explored the use of game-based learning in the flipped classroom.
This PhD project aims at examining to what extent game-based learning and the flipped classroom method can be used in conjunction to support students’ motivation, engagement and learning outcomes. The PhD project is in its early stage of development and I will in this paper present findings based on a scoping review of research incorporating gaming elements in the flipped classroom. This review highlights the gradual shift from superficial elements of rewards-based gamification to fully incorporated serious games used as support for the flipped classroom. We will argue for the use of meaningful gamification to develop a holistic system, which incorporates gamification, storytelling, user-generated content through the development of bespoke games tailored to support the flipped classroom approach.
We conclude that combination of game-based learning and the flipped classroom methodology has the potential to support better student engagement and motivation. We open on the potential for further research evaluating the impact of combining game-based learning and the flipped classroom on students’ learning outcomes.
This PhD project aims at examining to what extent game-based learning and the flipped classroom method can be used in conjunction to support students’ motivation, engagement and learning outcomes. The PhD project is in its early stage of development and I will in this paper present findings based on a scoping review of research incorporating gaming elements in the flipped classroom. This review highlights the gradual shift from superficial elements of rewards-based gamification to fully incorporated serious games used as support for the flipped classroom. We will argue for the use of meaningful gamification to develop a holistic system, which incorporates gamification, storytelling, user-generated content through the development of bespoke games tailored to support the flipped classroom approach.
We conclude that combination of game-based learning and the flipped classroom methodology has the potential to support better student engagement and motivation. We open on the potential for further research evaluating the impact of combining game-based learning and the flipped classroom on students’ learning outcomes.
Original language | English |
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Title of host publication | Proceedings of the 13th International Conference on Game Based Learning, ECGBL 2019 |
Editors | Lars Elbaek, Gunver Majgaard, Andrea Valente, Saifuddin Khalid |
Number of pages | 9 |
Publisher | Academic Conferences and Publishing International |
Publication date | 2019 |
Pages | 823-831 |
ISBN (Print) | 978-1-912764-38-9 |
ISBN (Electronic) | 978-1-912764-37-2 |
DOIs | |
Publication status | Published - 2019 |
Event | 13th European Conference on Games-Based Learning 2019 - Odense, Denmark Duration: 3 Oct 2019 → 4 Oct 2019 |
Conference
Conference | 13th European Conference on Games-Based Learning 2019 |
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Country/Territory | Denmark |
City | Odense |
Period | 03/10/2019 → 04/10/2019 |
Series | Proceedings of the European Conference on Games-based Learning |
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ISSN | 2049-0992 |
Keywords
- Active learning
- Flipped classroom
- Game-based learning
- Gamification