Enhancing Self-Regulated Learning through Flipped Classroom and Gamification in Applied Computer for Business Courses

This study examined the impact of a flipped classroom with gamification on students' self-regulated learning (SRL) among students in the Applied Computer for Business course. Research questions addressed: (1) How does this approach affect students' SRL? (2) What are students' perceptions of this method? A mixed-methods approach was employed, using pre- and post-implementation questionnaires, open-ended questions, and interviews. Results indicated a significant increase in SRL across all dimensions, with the mean SRL score improving significantly (p < 0.05). The content analysis results showed that 85% of students were satisfied with the instruction, and 78% believed the approach enhanced their learning management skills. The findings suggested that the success of the flipped classroom with gamification depends on providing adaptation support, ensuring internet access, selecting suitable content and activities, and addressing individual differences. Instructors are advised to offer clear explanations, precise gamification planning, and utilize online platforms for real-time updates to enhance the effectiveness of this approach.

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Publication Details

Journal
European Journal of Teaching and Education
Published
2024-08-26
DOI
https://doi.org/10.33422/ejte.v6i3.1295
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Enhancing Self-Regulated Learning through Flipped Classroom and Gamification in Applied Computer for Business Courses

Janejira Arsarkij
1 citations
European Journal of Teaching and Education
Educational Games and Gamification
0.79
article

Enhancing Self-Regulated Learning through Flipped Classroom and Gamification in Applied Computer for Business Courses

Janejira Arsarkij
article en
1 citations

Abstract

This study examined the impact of a flipped classroom with gamification on students' self-regulated learning (SRL) among students in the Applied Computer for Business course. Research questions addressed: (1) How does this approach affect students' SRL? (2) What are students' perceptions of this method? A mixed-methods approach was employed, using pre- and post-implementation questionnaires, open-ended questions, and interviews. Results indicated a significant increase in SRL across all dimensions, with the mean SRL score improving significantly (p < 0.05). The content analysis results showed that 85% of students were satisfied with the instruction, and 78% believed the approach enhanced their learning management skills. The findings suggested that the success of the flipped classroom with gamification depends on providing adaptation support, ensuring internet access, selecting suitable content and activities, and addressing individual differences. Instructors are advised to offer clear explanations, precise gamification planning, and utilize online platforms for real-time updates to enhance the effectiveness of this approach.

European Journal of Teaching and EducationVol. 6(3)
Chiang Mai University (TH), Chiang Mai Rajabhat University (TH)
Quality Education
Openalex Percentile: Top 25%
Educational Games and Gamification
0.79
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Enhancing Self-Regulated Learning through Flipped Classroom and Gamification in Applied Computer for Business Courses — Janejira Arsarkij · European Journal of Teaching and Education (2024) | TGRS Research Map | TGRS