Effect of flipped classroom models with creative game activities on pupils' mathematics achievement

This study examined the effect of the flipped classroom model and creative mathematics activities and games on mathematics achievement. Two equivalent 4th-grade students from a public school in Kırıkkale, Turkey, were randomly selected to create experimental and control groups. The experimental group consisted of 25 students, while the control group consisted of 27 students. Before the application, a mathematics achievement test prepared by the curriculum was applied to both groups, while Mathematics game videos following the curriculum were ready for the experimental group. Then, application studies were carried out with the experimental group for 4 weeks. Meanwhile, no intervention was made in the control group, and their traditional teaching continued. At the end of 4 weeks, the mathematics achievement test was re-administered to both groups, and the results were compared. While the difference between the experimental group's pre- and posttest mean scores is 16,68, the difference between the control group's pre and posttest mean scores is 6,37. As a result, it was concluded that creative games and activities combined with the flipped classroom model increased mathematics achievement. The study recommended designing creative activities with the flipped classroom model to increase success in other courses, such as mathematics.

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Publication Details

Journal
Jurnal Gantang
Published
2025-05-31
DOI
https://doi.org/10.31629/jg.v10i1.7252
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Effect of flipped classroom models with creative game activities on pupils' mathematics achievement

Veli Toptaş, Jamiu Temitope Sulaimon, Palupi Sri Wijayanti, Büşra Usluoğlu
Jurnal Gantang
Educational Games and Gamification
article

Effect of flipped classroom models with creative game activities on pupils' mathematics achievement

Veli Toptaş, Jamiu Temitope Sulaimon, Palupi Sri Wijayanti, Büşra Usluoğlu
article en

Abstract

This study examined the effect of the flipped classroom model and creative mathematics activities and games on mathematics achievement. Two equivalent 4th-grade students from a public school in Kırıkkale, Turkey, were randomly selected to create experimental and control groups. The experimental group consisted of 25 students, while the control group consisted of 27 students. Before the application, a mathematics achievement test prepared by the curriculum was applied to both groups, while Mathematics game videos following the curriculum were ready for the experimental group. Then, application studies were carried out with the experimental group for 4 weeks. Meanwhile, no intervention was made in the control group, and their traditional teaching continued. At the end of 4 weeks, the mathematics achievement test was re-administered to both groups, and the results were compared. While the difference between the experimental group's pre- and posttest mean scores is 16,68, the difference between the control group's pre and posttest mean scores is 6,37. As a result, it was concluded that creative games and activities combined with the flipped classroom model increased mathematics achievement. The study recommended designing creative activities with the flipped classroom model to increase success in other courses, such as mathematics.

Jurnal GantangVol. 10(1)
University of Ilorin (NG), Group Image (Poland) (PL), Universitas PGRI Yogyakarta (ID), Kırıkkale University (TR)
Openalex Percentile: Top 71%
Educational Games and Gamification
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Effect of flipped classroom models with creative game activities on pupils' mathematics achievement — Veli Toptaş, Jamiu Temitope Sulaimon, et al. · Jurnal Gantang (2025) | TGRS Research Map | TGRS