Students? Achievement in a Flipped Database Management Course: The Impact of Flow Theory Gamification Elements
Aim/Purpose The study aimed to investigate the effect of using the gamified flipped classroom instructional method on the students? overall achievement compared to
the traditional non-gamified, non-gamified flipped classroom, and traditional
gamified instructional methods.
Background Flipped classroom is helpful to address limited class time, implement different
pedagogies, and help students better attain their learning outcomes and improve
their academic achievement. Motivating and encouraging students to perform
or complete flipped learning activities is a challenging issue affecting the success
of the flipped classroom. This research posits that gamification presents a
promising solution, and adding gamification to the flipped classroom is important for its success. However, little is known about the effects of integrating
gamification into flipped learning without sufficient results to generalize. Pedagogical designs with appropriate theoretical foundations should be added to the
literature on flipped learning and gamification. This research proposes a learning model that combines gamification within flipped classroom via quizzes
online platform with the main flow theory requirements. The purpose of this
combination is to motivate and engage learners in flipped classroom activities.