Chen Chuang, Jamiat Nurullizam, Mao Yongchun
School of Art and Design, Zhengzhou University of Industrial Technology, Zhengzhou, China.
Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Penang, Malaysia.
Front Psychol. 2023 Aug 4;14:1236297. doi: 10.3389/fpsyg.2023.1236297. eCollection 2023.
Existing empirical research has demonstrated the positive effects of flipping the classroom to improve student motivation and achievement by flipping in-class learning content to pre-class. However, the flipped classroom approach requires that students be engaged and motivated in the pre-class stage to ensure that the in-class learning activities run smoothly. Previous studies have highlighted the difficulties that students often encounter when trying to learn Chinese characters in Chinese language classes, especially those who are in the early stages of learning the language. Therefore, in this study, a gamified interactive e-book was developed and used in a flipped classroom for Chinese character learning. To evaluate the effectiveness of this approach, a pre-test and post-test control group experimental design was used. The participants were 90 s-grade students from a public primary school in Zhengzhou, China, who were randomly assigned to two experimental groups and one control group: the students who used a gamified interactive e-book in a Chinese character learning flipped classroom (GIEFC group), the students who used a traditional flipped classroom (TFC group), and the students who used a traditional teaching classroom (TTC group). The experimental results indicated that students in the GIEFC group scored higher than those in the TFC and TTC groups in terms of learning achievements and motivation. In addition, the experimental results also demonstrated the positive effects of gamified interactive e-books in flipped classroom learning. Future research could explore a variety of different types of game elements as well as the extension of research to other subjects.
现有实证研究表明,通过将课堂学习内容前置到课前,翻转课堂对提高学生的学习动机和成绩具有积极作用。然而,翻转课堂教学法要求学生在课前阶段积极参与并保持学习动力,以确保课堂学习活动顺利进行。以往研究强调了学生在汉语课上学习汉字时经常遇到的困难,尤其是处于语言学习初级阶段的学生。因此,在本研究中,开发了一款游戏化互动电子书,并将其应用于汉字学习的翻转课堂中。为了评估这种方法的有效性,采用了前测和后测对照组实验设计。参与者是来自中国郑州一所公立小学的90名六年级学生,他们被随机分为两个实验组和一个对照组:在汉字学习翻转课堂中使用游戏化互动电子书的学生(GIEFC组)、使用传统翻转课堂的学生(TFC组)以及使用传统教学课堂的学生(TTC组)。实验结果表明,GIEFC组学生在学习成绩和学习动机方面的得分高于TFC组和TTC组。此外,实验结果还证明了游戏化互动电子书在翻转课堂学习中的积极作用。未来的研究可以探索各种不同类型的游戏元素,并将研究扩展到其他学科。