Investigation of the Effect of a Gamified, STEM‐Supported Flipped Learning Model on Students' Motivation and 21st‐Century Skills

ABSTRACT This research investigates how the flipped learning model and gamified STEM activities influence fifth‐grade students' motivation to learn science and develop 21st‐century skills. During the spring semester of 2021–2022, STEM activities on ‘Diffusion of Light’ and ‘Human and Environment’ were implemented for 50 fifth graders. A mixed‐methods approach was used; quantitative data were gathered using the Science Learning Motivation Scale and the 21st Century Skills Scale, alongside qualitative data from semi‐structured student interviews. The 10‐week data analysis indicated that gamified STEM activities significantly enhanced motivation to learn science, particularly in communication and research. However, quantitative findings showed no significant improvement in 21st‐century skills. Conversely, qualitative analysis demonstrated that the gamified, STEM‐supported flipped learning model effectively boosted students' motivation towards science and 21st‐century skills, with students generally expressing positive opinions. These findings highlight the potential benefits of incorporating STEM‐based flipped learning models and gamification in education, particularly as motivational tools.

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Publication Details

Journal
European Journal of Education
Published
2025-09-16
DOI
https://doi.org/10.1111/ejed.70231
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
6.89
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article

Investigation of the Effect of a Gamified, STEM‐Supported Flipped Learning Model on Students' Motivation and 21st‐Century Skills

Mehtap Yıldırım, Hatice Cansu Özpir
2 citations
European Journal of Education
Educational Games and Gamification
6.89
article

Investigation of the Effect of a Gamified, STEM‐Supported Flipped Learning Model on Students' Motivation and 21st‐Century Skills

Mehtap Yıldırım, Hatice Cansu Özpir
article en
2 citations

Abstract

ABSTRACT This research investigates how the flipped learning model and gamified STEM activities influence fifth‐grade students' motivation to learn science and develop 21st‐century skills. During the spring semester of 2021–2022, STEM activities on ‘Diffusion of Light’ and ‘Human and Environment’ were implemented for 50 fifth graders. A mixed‐methods approach was used; quantitative data were gathered using the Science Learning Motivation Scale and the 21st Century Skills Scale, alongside qualitative data from semi‐structured student interviews. The 10‐week data analysis indicated that gamified STEM activities significantly enhanced motivation to learn science, particularly in communication and research. However, quantitative findings showed no significant improvement in 21st‐century skills. Conversely, qualitative analysis demonstrated that the gamified, STEM‐supported flipped learning model effectively boosted students' motivation towards science and 21st‐century skills, with students generally expressing positive opinions. These findings highlight the potential benefits of incorporating STEM‐based flipped learning models and gamification in education, particularly as motivational tools.

European Journal of EducationVol. 60(4)
Turkish Academy of Sciences (TR), Marmara University (TR)
Openalex Percentile: Top 3%
Educational Games and Gamification
6.89
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Investigation of the Effect of a Gamified, STEM‐Supported Flipped Learning Model on Students' Motivation and 21st‐Century Skills — Mehtap Yıldırım, Hatice Cansu Özpir · European Journal of Education (2025) | TGRS Research Map | TGRS