Boosting Active Learning Through a Gamified Flipped Classroom: A Retrospective Case Study in Higher Engineering Education

Active learning and associated techniques such as flipped classes have been demonstrated to have positive impacts on student learning and performance. Active learning faces several challenges when learners apply weak learning styles. Weak learning might happen when a student is not motivated to carry out any pre-class content activity, actively participate in the class activity, or reflect and reinforce the learned content during and after the class. This study explores how a gamified flipped classroom affects active learning performance and learning outcomes. The case is related to a technical course in the Maintenance Engineering Field, which is well known for a high rate of misunderstanding and low learning outcomes. It is found that sequential game-boosting activities in the flipped classroom have managed to level up students’ learning outcomes by explaining almost all concepts with low levels of misconceptions.

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Publication Details

Journal
Education Sciences
Published
2025-03-28
DOI
https://doi.org/10.3390/educsci15040430
Citations
3
Primary Topic
Innovative Teaching Methods
Type
article
Field-Weighted Citation Impact
26.78
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article

Boosting Active Learning Through a Gamified Flipped Classroom: A Retrospective Case Study in Higher Engineering Education

Idriss El‐Thalji
3 citations
Education Sciences
Innovative Teaching Methods
26.78
article

Boosting Active Learning Through a Gamified Flipped Classroom: A Retrospective Case Study in Higher Engineering Education

Idriss El‐Thalji
article en
3 citations

Abstract

Active learning and associated techniques such as flipped classes have been demonstrated to have positive impacts on student learning and performance. Active learning faces several challenges when learners apply weak learning styles. Weak learning might happen when a student is not motivated to carry out any pre-class content activity, actively participate in the class activity, or reflect and reinforce the learned content during and after the class. This study explores how a gamified flipped classroom affects active learning performance and learning outcomes. The case is related to a technical course in the Maintenance Engineering Field, which is well known for a high rate of misunderstanding and low learning outcomes. It is found that sequential game-boosting activities in the flipped classroom have managed to level up students’ learning outcomes by explaining almost all concepts with low levels of misconceptions.

Education SciencesVol. 15(4)
University of Stavanger (NO)
Openalex Percentile: Top 1%
Innovative Teaching Methods
26.78
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