Gamified metacognitive prompts in a higher education flipped classroom

Show simple item record

dc.contributor.author Smith, Annique Elizabeth
dc.contributor.author Fernández Galeote, Daniel
dc.contributor.author Legaki, Nikoletta-Zampeta
dc.contributor.author Hamari, Juho
dc.date.accessioned 2024-01-24T11:58:41Z
dc.date.available 2024-01-24T11:58:41Z
dc.date.issued 2023
dc.description Paper presented at Mindtrek '23: 26th International Academic Mindtrek Conference, Tampere, Finland, October 2023. en_US
dc.description.abstract Flipped classroom teaching approaches have increased in popularity in recent years. A common problem in these models is that students do not prepare properly for class. This study seeks to address this problem from the perspective of metacognitive reflection in order to equip students to be more capable of managing their own learning. A custom website was developed for use in a university-level flipped classroom. It provided students with access to their course content and also included three versions of metacognitive prompts, two of which included gamification. One version used structured gamification and the other made use of an open-ended gamification design. A between-subjects experiment was conducted across two undergraduate courses (n=58) over five weeks. The results showed no change in metacognitive awareness for the student group as a whole. However, the open-ended gamification group showed a significant difference compared to the guided gamification group. Furthermore, the structured gamification group showed a decrease in their regulation of cognition skills. This highlights the potential for bottom-up, open-ended gamification designs to be effective in educational situations where reflection is important. The article concludes with a discussion of the context-specific nature of gamification, as the potential gamification design implications based on these results. en_US
dc.description.department Information Science en_US
dc.description.librarian hj2024 en_US
dc.description.sdg None en_US
dc.description.uri https://dl.acm.org/doi/fullHtml/10.1145/3616961.3616990 en_US
dc.identifier.citation Annique Smith, Daniel Fernández Galeote, Nikoletta-Zampeta Legaki and Juho Hamari. 2023. Gamified metacognitive prompts in a higher education flipped classroom: Applying gamification to metacognitive reflection to support flipped classroom models. In 26th International Academic Mindtrek Conference (Mindtrek '23), October 03-06, 2023, Tampere, Finland. ACM, New York, NY, USA, 19 Pages. https://doi.org/10.1145/3616961.3616990. en_US
dc.identifier.issn 979-8-4007-0874-9/23/10
dc.identifier.other 10.1145/3616961.3616990
dc.identifier.uri http://hdl.handle.net/2263/94080
dc.language.iso en en_US
dc.publisher Association for Computing Machinery en_US
dc.rights © 2023 Copyright held by the owner/author(s). This work is licensed under a Creative Commons Attribution International 4.0 License. en_US
dc.subject Gamification en_US
dc.subject Metacognition en_US
dc.subject Flipped classroom en_US
dc.subject Interactive learning environment en_US
dc.subject Applied computing en_US
dc.title Gamified metacognitive prompts in a higher education flipped classroom en_US
dc.type Book chapter en_US


Files in this item

This item appears in the following Collection(s)

Show simple item record