Skip to main navigation Skip to search Skip to main content

Educational dualism in action: Systematic review of gamification and flipped classrooms’ effects on young learners

    Research output: Contribution to journalReview articlepeer-review

    10 Scopus citations

    Abstract

    The systematic review explores the integration of gamification with the flipped classroom in basic education, combining game mechanics with flipped teaching methods to improve student engagement and motivation, and examines the evolution of scientific production between 2022 and 2024, using the preferred reporting items for systematic reviews and meta-analyses approach to select 37 articles from Scopus and Web of Science. The search focused on terms such as “gamification” and “flipped classroom”, and a bibliometric analysis was applied to assess research trends and methods. The results indicate that gamification in flipped classrooms increases motivation, autonomy and content retention, in addition to improving satisfaction and academic performance, revealing a student preference for gamified environments that facilitate interactive and autonomous learning; on the other hand, the ATLAS.ti software qualitatively revealed key issues through a cross analysis of the perceptions of the various authors, concluding that this integration is effective in increasing student motivation and satisfaction, recommending its application to teach in multidisciplinary environments.

    Original languageEnglish
    Article numberep557
    JournalContemporary Educational Technology
    Volume17
    Issue number1
    DOIs
    StatePublished - 1 Jan 2025

    UN SDGs

    This output contributes to the following UN Sustainable Development Goals (SDGs)

    1. SDG 4 - Quality Education
      SDG 4 Quality Education

    Fingerprint

    Dive into the research topics of 'Educational dualism in action: Systematic review of gamification and flipped classrooms’ effects on young learners'. Together they form a unique fingerprint.

    Cite this