HYBRID PARTICIPATORY MODEL: STUDENT ENGAGEMENT THROUGH GAMIFI-CATION AND FLIPPED LEARNING

Abstract The study explores the effectiveness of a hybrid teaching model that integrates flipped classroom and gamification in school education, with particular attention to the impact on student participation, performance, and engagement. Data analysis, collected through questionnaires, monitoring of digital platforms, and interviews with students and teachers, showed a 40% increase in active participation and a 25% reduction in unjustified absences in the experimental group compared to the control group. Furthermore, a 15% improvement in performance was recorded in STEM subjects, while differences in humanities subjects were less significant. Qualitative analysis confirmed an increase in students' perception of autonomy but also highlighted critical issues related to cognitive overload, particularly for students with special educational needs (SEN). Teachers acknowledged the value of the model, while also emphasizing the need for specific training. Looking ahead, the use of tools based on Artificial Intelligence and virtual reality is suggested, along with the development of training programs for teachers. This research lays the foundation for future large-scale experiments aimed at improving the inclusiveness and sustainability of the model.

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-02-28
DOI
https://doi.org/10.5281/zenodo.14983985
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

HYBRID PARTICIPATORY MODEL: STUDENT ENGAGEMENT THROUGH GAMIFI-CATION AND FLIPPED LEARNING

Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

HYBRID PARTICIPATORY MODEL: STUDENT ENGAGEMENT THROUGH GAMIFI-CATION AND FLIPPED LEARNING

article en

Abstract

Abstract The study explores the effectiveness of a hybrid teaching model that integrates flipped classroom and gamification in school education, with particular attention to the impact on student participation, performance, and engagement. Data analysis, collected through questionnaires, monitoring of digital platforms, and interviews with students and teachers, showed a 40% increase in active participation and a 25% reduction in unjustified absences in the experimental group compared to the control group. Furthermore, a 15% improvement in performance was recorded in STEM subjects, while differences in humanities subjects were less significant. Qualitative analysis confirmed an increase in students' perception of autonomy but also highlighted critical issues related to cognitive overload, particularly for students with special educational needs (SEN). Teachers acknowledged the value of the model, while also emphasizing the need for specific training. Looking ahead, the use of tools based on Artificial Intelligence and virtual reality is suggested, along with the development of training programs for teachers. This research lays the foundation for future large-scale experiments aimed at improving the inclusiveness and sustainability of the model.

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 48%
Educational Games and Gamification
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HYBRID PARTICIPATORY MODEL: STUDENT ENGAGEMENT THROUGH GAMIFI-CATION AND FLIPPED LEARNING · Zenodo (CERN European Organization for Nuclear Research) (2025) | TGRS Research Map | TGRS