Implementation of a Mixed Strategy of Gamification and Flipped Learning in Undergraduate Basic Programming Courses
Abstract
:1. Introduction
- Introduction: In this section, a general scene for learning strategies is presented.
- Hypothesis: Objectives of this study regarding the relationship between learning gains for flipped learning, gamification, mixed, and traditional teaching–learning strategies.
- Materials and methods: Description of following the methodologies of flipped learning, gamification, and the combination of both.
- Results: Statistical analysis over normalized learning gains of the pretest–posttest and focus–control groups process.
- Discussion: Analysis of the results under the light of its strengths and limitations and contrast to other studies.
- Conclusions: Summation of the presented work.
- Data Availability Statement, Author Contributions and Acknowledgements appear at the end of the document.
2. Hypothesis
- Students involved in a class that implements a gamification methodology mixed with a flipped learning strategy have greater learning gains than those students that are enrolled in a traditional class.
- Students involved in a class that implements a gamification methodology mixed with a flipped learning strategy have greater learning gains than those students that are enrolled in a class that implements only flipped learning.
- Students involved in a class that implements a gamification methodology mixed with a flipped learning strategy have greater learning gains than those students that are enrolled in a class that implements only gamification.
3. Materials and Methods
3.1. Flipped Learning Methodology
- Participants definition:
- Course selection.
- Topic selection.
- Group(s) selection.
- Students’ general characteristics identification and definition (age, semester, study program, etc.).
- Materials design and preparation.
- Create teaching and evaluation materials and tools (i.e., videos). It is advised to design and produce two distinct types of materials: (a) material to illustrate concepts, and (b) material that demonstrates how to complete exercises step-by-step. Additionally, this material must be organized to be used inside and outside the classroom.
- Create a pretest/posttest tool to evaluate the learning gain of the students and the effectiveness of the strategy.
- Apply the pretest before the students have any interaction with the concepts they will be studying. Implement the exam in class (not as homework). No materials may be consulted by students. Inform students that they are allowed to leave questions blank.
- The second stage of the preparation phase produced material is to be used in this step by students outside the classroom to prepare and explore the contents.
- Apply a test, at the beginning of the class, to explore what students have learned in the last step.
- Start a discussion with all the students to clarify any doubt about the concepts. Avoid the temptation of giving a “lecture”.
- Provide tasks, exercises, or other activities where students can put their newly found information into practice.
- Use an evaluation element. You can use a task that is comparable to the one that is typically assigned as homework.
- In order to measure the effectiveness of the strategy, and after completing the topic in class, apply the posttest. Use the exam in class (not as homework). No materials may be consulted by students. Inform students that they may leave unanswered questions.
3.2. Gamification Methodology
- Participants definition:
- Course selection.
- Group(s) selection
- Topic selection
- Students’ general characteristics identification and definition (age, semester, program, etc.).
- Materials design and preparation.
- Create a gamification strategy wherein activity cycles are defined, and game elements are inserted to them by means of mechanics to increase motivation and scaffold learning. These cycles should be designed to update game elements with the objective of maintaining the fun.
- Define which tools will be used to deploy the gamification system. These elements could be as simple as a spreadsheet or as complex as a learning management system. These elements should be easy to use so not to be an obstacle to motivation or to the teaching–learning process.
- Create a pretest/posttest tool to evaluate the learning gain of the students and the effectiveness of the strategy.
- Apply the pretest before the students have any interaction with the concepts and before any contact with the gamification strategy. Implement the exam in class (not as homework). No materials may be consulted by students. Inform students that they are allowed to leave questions blank.
- The gamification strategy is presented to the students; they can choose to play the system game and earn rewards or choose not to play without affecting the regular path that a student follows in the class.
- Cycles, game elements and mechanics are displayed on the defined tools to be played by the students and they are updated frequently to support motivation. Elements, such as points, badges, leaderboards, or others can be used to foster the fun.
- In order to measure the effectiveness of the strategy, the same test applied before installing the gamification system must be used. Use the exam as an in-class activity (not as homework). No materials may be consulted by students. Inform students that they may leave unanswered questions.
3.3. Flipped Learning and Gamification Combined Methodology
- Preparation phase
- Course, learning objects, course topics, and group selection to implement the mixed strategy, as well as the identification and definition of the general characteristics of the students.
- Design pretest and posttest.
- Create the flipped learning material to be used in the “during the course” phase of the methodology. This includes reference and study material for the students to check before seeing the topics inside the classroom, material for the group session and assessment activities.
- Define the students target behaviors in the flipped learning strategy, that will be supported by the gamification strategy during the course. These behaviors can be over in-class or out-of-class elements. Flipped learning objectives must complement the gamification system to foster motivation so rewards support the teaching–learning process.
- Build the gamification system to promote and reward the students’ target behaviors. This system should consider fun elements to create and maintain motivation.
- Specify the tools that will be used to deploy each element of both strategies and how they will interact to establish a single learning environment inside the classroom to achieve the learning objectives of the course.
- Implementation phase
- At the beginning of the course
- Students answer the pretest questions.
- The gamification system is presented and deployed.
- During the course, the flipped learning and gamification mixed strategy is deployed and maintained.
- Students use the material to prepare and explore the concepts of the topic.
- At the beginning of the class, a test is applied to explore what students have learned.
- Afterwards, start a group discussion in class to solve doubts. Avoid giving lectures or having regular classes.
- Help students practice concepts by giving them exercises or other types of activities.
- Apply an evaluation element to close the topic. This element can be similar to those assigned as homework but applied inside the classroom. This configuration helps students to have the professor at hand to solve any doubt that arises during the process.
- Update game elements in the gamification system according to the progress of the students. This progress should represent the advance in positive behaviors that will increase the effectiveness of flipped learning methodology. This step must be a cycle that accompanies the actions and elements defined in the flipped learning strategy. For example, give rewards for those that correctly do out-of-class activities for each topic.
- At the end of the course, students answer the posttest questions.
4. Results
5. Discussion
- Flipped learning strategy has a greater learning gain compared to a traditional class.
- Flipped learning strategy has a greater learning gain compared to a class that applies the combination of gamification and flipped learning.
- Gamification strategy has a greater learning gain compared to a traditional class.
- Gamification strategy has a greater learning gain compared to a class that applies the combination of gamification and flipped learning.
- The deployment of a flipped learning and gamification mixed strategy does not have a significantly different effect compared to a traditional class.
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Strategy | N | Min. | 1st Qu. | Median | <g> | 3rd Qu. | Max | # of Students Having 30 ≤ gi ≤ 70 | % of Students Having 30 ≤ gi ≤ 70 |
---|---|---|---|---|---|---|---|---|---|
Flipped learning | 68 | 15.38 | 39.86 | 51.03 | 50.02 | 60.90 | 73.81 | 57 | 83.82% |
Gamification | 97 | 10.81 | 41.18 | 53.09 | 50.92 | 61.73 | 84.44 | 76 | 78.35% |
Mixed strategy | 206 | 6.494 | 30.200 | 41.863 | 40.339 | 51.316 | 81.633 | 153 | 74.27% |
Control Group | 43 | 7.143 | 28.902 | 43.662 | 41.013 | 53.516 | 67.273 | 32 | 74.42% |
Strategy | N | Std. Deviation | Std. Error Mean |
---|---|---|---|
Flipped learning | 68 | 13.71 | 1.66 |
Gamification | 97 | 16.27 | 1.65 |
Mixed strategy | 206 | 14.95 | 1.04 |
Control Group | 43 | 16.39 | 2.50 |
Strategy | N | Low Gain | % Low Gain | Medium Gain | % Medium Gain | High Gain | % High Gain |
---|---|---|---|---|---|---|---|
Flipped learning | 68 | 8 | 11.76% | 57 | 83.82% | 3 | 4.42% |
Gamification | 97 | 12 | 12.37% | 76 | 78.35% | 9 | 9.28% |
Mixed strategy | 206 | 51 | 24.76% | 153 | 74.27% | 2 | 0.97% |
Control Group | 43 | 11 | 25.58% | 32 | 74.42% | 0 | 0.0% |
Shapiro–Wilk Test | Levene’s Test | ||||||||
---|---|---|---|---|---|---|---|---|---|
Control | Flipped Learning | Gamification | Mixed | ||||||
W | p-Value | W | p-Value | W | p-Value | W | p-Value | F | Sig. |
0.95593 | 0.09831 | 0.96568 | 0.05791 | 0.97784 | 0.0999 | 0.98687 | 0.05381 | 0.7348 | 0.5317 |
F | Sig. |
---|---|
14.61 | 4.65 × 10−9 |
Comparison | Diff | Lwr | Upr | p |
---|---|---|---|---|
Flipped learning—Control | 9.0051422 | 1.352094 | 16.658190 | 0.0135752 * |
Gamification—Control | 9.9115396 | 2.715301 | 17.107778 | 0.0023937 * |
Mixed—Control | −0.6739435 | −7.259515 | 5.911628 | 0.9935517 |
Gamification—Flipped learning | 0.9063974 | −5.306058 | 7.118853 | 0.9818105 |
Mixed—Flipped learning | −9.6790857 | −15.172582 | −4.185589 | 0.0000427 * |
Mixed—Gamification | −10.5854831 | −15.422343 | −5.748624 | 0.0000002 * |
Study | Domain | Methodology | Observed Variable | Student Contact Period with the Strategy | Traditional Course | Flipped Learning | Gamification | Mixed | Results |
---|---|---|---|---|---|---|---|---|---|
This one | Undergraduate basic programming courses | Pretest–posttest, focus and control groups | Normalized learning gain | A semester | √ | √ | √ | √ | Flipped learning and gamification perform better compared to a traditional course (~9%) Mixed strategy performs lower compared to isolated strategies (~−10%) |
[25] | Undergraduate basic computer science courses | Focus and control groups | Final exam scores | A semester | √ | √ | No difference | ||
[41] | Undergraduate IT course for accounting, finance, marketing, and management programs | Survey | Students’ opinion | 6 weeks | √ | Combination is appreciated by students, but course complexity increases. Teachers’ preparation workload increased | |||
[39] | Educational sciences | Pretest–posttest, control and focus groups | Learning process performance, Application-oriented knowledge, Intrinsic motivation, Competence need satisfaction, social relatedness need satisfaction | Two lectures | √ | √ | gamification is a significant positive predictor of learning process performance, learning process performance is a significant positive predictor of application-oriented knowledge | ||
[23] | Higher education | Pretest–posttest, control and focus groups | learning gain | √ | √ | Focus group has a better but small performance | |||
[26] | Undergraduate energy engineering course | Control and focus group | Grades on tests | 89% of the course | √ | √ | grades and attendance increase when gamification is added to flipped learning | ||
[40] | Undergraduate Physics laboratory courses | Control and focus group | Grades on tests | 10 weeks | √ | √ | Focus group has better performance | ||
[22] | High School English course | Survey | Students’ opinion | √ | players’ characteristics and goals must be included in the gamification system design |
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Huesca, G.; Campos, G.; Larre, M.; Pérez-Lezama, C. Implementation of a Mixed Strategy of Gamification and Flipped Learning in Undergraduate Basic Programming Courses. Educ. Sci. 2023, 13, 474. https://doi.org/10.3390/educsci13050474
Huesca G, Campos G, Larre M, Pérez-Lezama C. Implementation of a Mixed Strategy of Gamification and Flipped Learning in Undergraduate Basic Programming Courses. Education Sciences. 2023; 13(5):474. https://doi.org/10.3390/educsci13050474
Chicago/Turabian StyleHuesca, Gilberto, Gabriela Campos, Mónica Larre, and Claudia Pérez-Lezama. 2023. "Implementation of a Mixed Strategy of Gamification and Flipped Learning in Undergraduate Basic Programming Courses" Education Sciences 13, no. 5: 474. https://doi.org/10.3390/educsci13050474
APA StyleHuesca, G., Campos, G., Larre, M., & Pérez-Lezama, C. (2023). Implementation of a Mixed Strategy of Gamification and Flipped Learning in Undergraduate Basic Programming Courses. Education Sciences, 13(5), 474. https://doi.org/10.3390/educsci13050474