TY - JOUR
T1 - Educational dualism in action
T2 - Systematic review of gamification and flipped classrooms’ effects on young learners
AU - Fernández-Velásquez, Jessica Del Rocío
AU - López-Regalado, Oscar
AU - Fernández-Hurtado, Gisela Analy
N1 - Publisher Copyright:
© 2025 by authors.
PY - 2025/1
Y1 - 2025/1
N2 - 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.
AB - 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.
KW - academic motivation
KW - education
KW - flipped classroom
KW - gamification
UR - http://www.scopus.com/inward/record.url?scp=85215596334&partnerID=8YFLogxK
U2 - 10.30935/cedtech/15749
DO - 10.30935/cedtech/15749
M3 - Review article
AN - SCOPUS:85215596334
SN - 1309-517X
VL - 17
JO - Contemporary Educational Technology
JF - Contemporary Educational Technology
IS - 1
M1 - ep557
ER -