Abstract
This century has seen revolutionary technological breakthroughs in communication and ICT, enabling the development of pedagogical strategies such as e-learning. Despite its potential and promising future, e-learning suppresses the social aspect of the student experience, leading to a lack of personal interaction. To address this issue, blended learning was introduced. This learning model bridges the gap between e-learning and traditional teaching and learning environments. This study investigates whether the integration of gamification into the adapted flipped classroom improves students' academic performance in computer science. Three groups of 11th-grade students from the Nazarbayev Intellectual School of Physics and Mathematics in Shymkent participated in the study over a sixteen-week period during the 2023-2024 academic year (an average of 4 quarters). Two groups of 25 students served as control groups, while one group of 13 students formed the experimental group. While the control groups employed traditional teaching and learning approaches, the experimental group applied the approach of integrating gamification into the adapted flipped classroom. The study results show that although both teaching and learning approaches improved the participants' academic performance in computer science, the blended learning model, through the integration of gamification into the adapted flipped classroom, led to significantly better learning outcomes compared to traditional approaches.
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Bedebayeva, M., Kadirbayeva, R., Koshkinbayeva, M., Shaldarbekov, Z., & Urmatova, A. (2025). The Integration of Gamification into the Adapted Flipped Classroom to Enhance Students’ Academic Performance. TEM Journal, 14(2), 1407–1419. https://doi.org/10.18421/TEM142-41
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