Development A Virtual Flipped Classroom Learning Model with Active Learning Using Gamification

To develop a virtual flipped classroom learning model with active learning using gamification and to evaluate the virtual flipped classroom learning model with active learning using gamification are objectives in this research.The 10 experts or teachers that have experience and skill for teaching at less 10 years are used to interview in the first phase of the research.In addition, Delphi technique is used to be the tool for up to 3 interviews.In phase 2, the researcher developed a virtual flipped classroom learning model with active learning using gamification which is a learning tool creation using the principles of games to help create learning media that are interesting and make learners enthusiastic to develop or be the winner of each lesson's game.However, this model includes both online lessons and quizzes and is used for self-learning outside of the classroom or after class time only.In the classroom, only the understanding is questioned.In phase 3, the researchers evaluated the effectiveness by testing with two groups of undergraduate students at Rajabhat Bansomdejchaopraya University, divided into 30 students per group.The first group of students used a virtual flipped classroom learning model with active learning using gamification and the second group of students learned from the instructor.The researchers gave both groups of students a pre-and post-test on four topics, 20 questions per topic.From the test results, it was found that the first group of students had higher post-test results than the second group of students in every topic.In addition, if we consider the average scores in all subjects, it was found that the first group of students scored an average of 16.93, while the second group of students scored an average of 12.6.In this regard, if comparing the percentage of average scores in all 4 subjects, it was found that the first group of students had an average score of 84.63 percent, while the second group of students had an average score of 63 percent.

Authors

Publication Details

Journal
Pakistan Journal of Life and Social Sciences (PJLSS)
Published
2025-01-01
DOI
https://doi.org/10.57239/pjlss-2025-23.1.00696
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
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article

Development A Virtual Flipped Classroom Learning Model with Active Learning Using Gamification

Prapai Sridama
Pakistan Journal of Life and Social Sciences (PJLSS)
Education and Learning Interventions
article

Development A Virtual Flipped Classroom Learning Model with Active Learning Using Gamification

Prapai Sridama
article en

Abstract

To develop a virtual flipped classroom learning model with active learning using gamification and to evaluate the virtual flipped classroom learning model with active learning using gamification are objectives in this research.The 10 experts or teachers that have experience and skill for teaching at less 10 years are used to interview in the first phase of the research.In addition, Delphi technique is used to be the tool for up to 3 interviews.In phase 2, the researcher developed a virtual flipped classroom learning model with active learning using gamification which is a learning tool creation using the principles of games to help create learning media that are interesting and make learners enthusiastic to develop or be the winner of each lesson's game.However, this model includes both online lessons and quizzes and is used for self-learning outside of the classroom or after class time only.In the classroom, only the understanding is questioned.In phase 3, the researchers evaluated the effectiveness by testing with two groups of undergraduate students at Rajabhat Bansomdejchaopraya University, divided into 30 students per group.The first group of students used a virtual flipped classroom learning model with active learning using gamification and the second group of students learned from the instructor.The researchers gave both groups of students a pre-and post-test on four topics, 20 questions per topic.From the test results, it was found that the first group of students had higher post-test results than the second group of students in every topic.In addition, if we consider the average scores in all subjects, it was found that the first group of students scored an average of 16.93, while the second group of students scored an average of 12.6.In this regard, if comparing the percentage of average scores in all 4 subjects, it was found that the first group of students had an average score of 84.63 percent, while the second group of students had an average score of 63 percent.

Pakistan Journal of Life and Social Sciences (PJLSS)Vol. 23(1)
Openalex Percentile: Top 84%
Education and Learning Interventions
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