Låg, Torstein; Sæle, Rannveig Grøm
In: AERA Open, Bd. 5, Nr. 3, 2019, ISBN: 9781544389769.
Abstract | Links | BibTeX | Schlagwörter: achievement, active learning, classroom research, flipped classroom, learning environments, meta-analysis, O, publication bias, systematic review
@article{Låg2019,
title = {Does the Flipped Classroom Improve Student Learning and Satisfaction? A Systematic Review and Meta-Analysis},
author = {Torstein Låg and Rannveig Grøm Sæle},
url = {https://doi.org/10.1177/2332858419870489},
doi = {10.1177/2332858419870489},
isbn = {9781544389769},
year = {2019},
date = {2019-08-20},
journal = {AERA Open},
volume = {5},
number = {3},
abstract = {We searched and meta-analyzed studies comparing flipped classroom teaching with traditional, lecture-based teaching to evaluate the evidence for the flipped classroom’s influence on continuous-learning measures, pass/fail rates, and student evaluations of teaching. Eight electronic reference databases were searched to retrieve relevant studies. Our results indicate a small effect in favor of the flipped classroom on learning (Hedges’ g = 0.35, 95{37d1f293241a1edd19b097ce37fa29bd44d887a41b5283a0fc9485076e078306} confidence interval [CI] [0.31, 0.40], k = 272). However, analyses restricted to studies with sufficient power resulted in an estimate of 0.24 (95{37d1f293241a1edd19b097ce37fa29bd44d887a41b5283a0fc9485076e078306} CI [0.18, 0.31], k = 90). Effects on pass rates (odds ratio = 1.55, 95{37d1f293241a1edd19b097ce37fa29bd44d887a41b5283a0fc9485076e078306} CI [1.34, 1.78], k = 45) and student satisfaction (Hedges’ g = 0.16, 95{37d1f293241a1edd19b097ce37fa29bd44d887a41b5283a0fc9485076e078306} CI [0.06, 0.26], k = 69) were small and also likely influenced by publication bias. There is some support for the notion that the positive impact on learning may increase slightly if testing student preparation is part of the implementation.},
keywords = {achievement, active learning, classroom research, flipped classroom, learning environments, meta-analysis, O, publication bias, systematic review},
pubstate = {published},
tppubtype = {article}
}
We searched and meta-analyzed studies comparing flipped classroom teaching with traditional, lecture-based teaching to evaluate the evidence for the flipped classroom’s influence on continuous-learning measures, pass/fail rates, and student evaluations of teaching. Eight electronic reference databases were searched to retrieve relevant studies. Our results indicate a small effect in favor of the flipped classroom on learning (Hedges’ g = 0.35, 95{37d1f293241a1edd19b097ce37fa29bd44d887a41b5283a0fc9485076e078306} confidence interval [CI] [0.31, 0.40], k = 272). However, analyses restricted to studies with sufficient power resulted in an estimate of 0.24 (95{37d1f293241a1edd19b097ce37fa29bd44d887a41b5283a0fc9485076e078306} CI [0.18, 0.31], k = 90). Effects on pass rates (odds ratio = 1.55, 95{37d1f293241a1edd19b097ce37fa29bd44d887a41b5283a0fc9485076e078306} CI [1.34, 1.78], k = 45) and student satisfaction (Hedges’ g = 0.16, 95{37d1f293241a1edd19b097ce37fa29bd44d887a41b5283a0fc9485076e078306} CI [0.06, 0.26], k = 69) were small and also likely influenced by publication bias. There is some support for the notion that the positive impact on learning may increase slightly if testing student preparation is part of the implementation.
Bicen, Huseyin; Kocakoyun, Senay
Perceptions of Students for Gamification Approach: Kahoot as a Case Study Artikel
In: International Journal of Emerging Technologies in Learning (iJET), Bd. 13, Nr. 2, 2018, ISSN: 1863-0383.
Abstract | Links | BibTeX | Schlagwörter: achievement, competition, gamification, motivation, O, students
@article{Bicen2018,
title = {Perceptions of Students for Gamification Approach: Kahoot as a Case Study},
author = {Huseyin Bicen and Senay Kocakoyun},
url = {http://online-journals.org/index.php/i-jet/article/view/7467
http://dx.doi.org/10.3991/ijet.v13i02.7467},
doi = {10.3991/ijet.v13i02.7467},
issn = {1863-0383},
year = {2018},
date = {2018-02-27},
urldate = {2018-05-16},
journal = {International Journal of Emerging Technologies in Learning (iJET)},
volume = {13},
number = {2},
publisher = {kassel university press GmbH},
abstract = {A novel learning experience that increases student motivation can be created in a learning environment that includes a gamification approach to assess competence. Student views on gamification were surveyed to determine the best application of this method, the environment necessary for its use, and the manner by which the application should proceed. The effect of a gamification approach on student achievement through intra-class competition was assessed using quantitative and qualitative methods. In this study, the Kahoot application was the preferred gamification method used. Participating students included 65 undergraduate students studying at the Department of Preschool Teaching. The findings showed that inclusion of a gamification method increased the interest of students in the class, and increased student ambitions for success. This method was also found to have a positive impact on student motivation. Furthermore, the results of this study indicate that the Kahoot application can be used effectively for gamification of lessons. In conclusion, the gamification method has an impact on students that renders them more ambitious and motivated to study.},
keywords = {achievement, competition, gamification, motivation, O, students},
pubstate = {published},
tppubtype = {article}
}
A novel learning experience that increases student motivation can be created in a learning environment that includes a gamification approach to assess competence. Student views on gamification were surveyed to determine the best application of this method, the environment necessary for its use, and the manner by which the application should proceed. The effect of a gamification approach on student achievement through intra-class competition was assessed using quantitative and qualitative methods. In this study, the Kahoot application was the preferred gamification method used. Participating students included 65 undergraduate students studying at the Department of Preschool Teaching. The findings showed that inclusion of a gamification method increased the interest of students in the class, and increased student ambitions for success. This method was also found to have a positive impact on student motivation. Furthermore, the results of this study indicate that the Kahoot application can be used effectively for gamification of lessons. In conclusion, the gamification method has an impact on students that renders them more ambitious and motivated to study.