학술논문

Effects of Gamified Interactive E-Books on Students' Flipped Learning Performance, Motivation, and Meta-Cognition Tendency in a Mathematics Course
Document Type
Journal Articles
Reports - Research
Author
Source
Educational Technology Research and Development. Dec 2021 69(6):3255-3280.
Subject
Game Based Learning
Interaction
Electronic Publishing
Books
Flipped Classroom
Academic Achievement
Student Motivation
Metacognition
Mathematics Education
Instructional Effectiveness
Language
English
ISSN
1042-1629
Abstract
It is widely recognized that flipped learning has great potential for enhancing students' conceptual understanding through the reversed arrangement of before-class learning activities and in-class settings. However, this approach also raises the challenge of students having to obtain the learning content by themselves, especially for abstract concepts such as fractions, where students frequently encounter problems in mathematics education. In this study, we proposed a gamified interactive e-book approach to supporting a flipped mathematics classroom. To evaluate the effectiveness of the proposed approach, a quasi-experimental study was implemented in an elementary school mathematics course. There were three groups: the students who adopted the gamified interactive e-book in the mathematical flipped classroom (the GIEBFL group), the students who learned with conventional flipped learning (the CFL group), and those who learned with traditional instruction (the TI group). The results from a paper-and-pencil test indicated that the GIEBFL students significantly outperformed the CFL and TI students. In addition, the questionnaire of students' learning motivation showed that the GIEBFL students had better motivation than the CFL and TI students. Also, the GIEBFL students achieved significantly higher meta-cognition tendency than the TI students.