2022
DOI: 10.3389/feduc.2022.994892
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Gamified flipped learning in a French foreign language class: Efficiency and student perception

Abstract: To enhance student engagement in a French foreign language course, two active learning methods were combined: Flipped learning and gamification. This study aimed to explore the efficiency of these teaching methods in a foreign language course with beginner learners and to assess student's perception of the experience. A total of 215 students were enrolled in this university elective course. All sections were taught by the same instructor during one semester. All students experienced both the flipped learning m… Show more

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Cited by 3 publications
(3 citation statements)
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“…Gamified flipped classrooms generally produce favorable academic outcomes. Apart from that, the majority of the research that were evaluated stated that gamification encourages enhancements in student achievement [5], [7], [13], [14], [27], [40], [43], [47], [53], [55], motivation [5], [10], [13], [16], [18], [19], [22], [23], [25], [27], [28], [39], [40], [46], [51]- [53], and engagement [6], [7], [57], [13], [24], [26], [38], [40], [44], [48], [56]. Furthermore, numerous studies have already established the effectiveness of gamified flipped classrooms over conventional teaching and learning.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Gamified flipped classrooms generally produce favorable academic outcomes. Apart from that, the majority of the research that were evaluated stated that gamification encourages enhancements in student achievement [5], [7], [13], [14], [27], [40], [43], [47], [53], [55], motivation [5], [10], [13], [16], [18], [19], [22], [23], [25], [27], [28], [39], [40], [46], [51]- [53], and engagement [6], [7], [57], [13], [24], [26], [38], [40], [44], [48], [56]. Furthermore, numerous studies have already established the effectiveness of gamified flipped classrooms over conventional teaching and learning.…”
Section: Discussionmentioning
confidence: 99%
“…[44] Zoom 40 [45] CrossQuestion 41 [46] CrossQuestion multiplayer game 42 [47] Moodle, Quiz 43 [48] Educaplay 44 [49] Moodle 45 [50] Ed Puzzle, LMS Moodle platform 46 [51] iSpring Learn, LMS 47 [52] Moodles 48 [53] Saudi national online learning 49 [54] Self-develop gamification learning 50 [55] Kahoot! And LearningApps 51 [56] Kahoot! 52 [57] Trivia quiz game…”
Section: Gaming Tools or Online Platformmentioning
confidence: 99%
“…Nowadays, we live immersed in a changing society in which teachers face new challenges in the context of Higher Education (Prieto Andreu, 2020). Today's educational scenario requires modifying traditional teaching methods and implementing methodologies adapted to the interests and needs of students (Anane, 2022;Li et al, 2023). One of the greatest challenges emerging in the university classroom stems from the need to implement innovative procedures through gamification that promote motivation for learning (González-Yubero et al, 2023).…”
Section: Introductionmentioning
confidence: 99%