4.3 Article

Gamifying the flipped classroom using game-based learning materials

Journal

ELT JOURNAL
Volume 72, Issue 3, Pages 296-308

Publisher

OXFORD UNIV PRESS
DOI: 10.1093/elt/ccx055

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Funding

  1. Ministry of Science and Technology in Taiwan [MOST-106-2628-S327-001-MY3]

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Many proponents of flipped classrooms have sought to develop innovative approaches in order to advance the knowledge base of effective practices. In this study, a gamified flipped classroom approach is thus proposed to help teachers design and incorporate classroom activities that can be engaging to students. The proposed approach combines the advantages of flipped classrooms and game-based learning, leveraging the use of technology-enhanced board games (TEBGs) to nurture student engagement. What distinguishes the TEBGs from common board games is the integration of Quick Response (QR) codes to deliver digital content via mobile technology. The research results suggest that the proposed approach is beneficial for English-language learners by reducing their anxiety about speaking English in class and enhancing their motivation to take part in classroom activities. It is thus hoped that more enthusiastic teachers will become early adopters of the gamified flipped classroom approach.

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