Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course

It is widely recognized that flipped learning has great potential for enhancing students’ conceptual understanding through the reversed arrangement of before-class learning activities and in-class settings. However, this approach also raises the challenge of students having to obtain the learning co...

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Main Authors: Jiahua Zhao, Gwo Jen Hwang, Shao Chen Chang, Qi fan Yang, Artorn Nokkaew
Other Authors: National Taiwan University of Science and Technology
Format: Article
Published: 2022
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Online Access:https://repository.li.mahidol.ac.th/handle/123456789/79071
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spelling th-mahidol.790712022-08-04T18:30:18Z Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course Jiahua Zhao Gwo Jen Hwang Shao Chen Chang Qi fan Yang Artorn Nokkaew National Taiwan University of Science and Technology Naresuan University Fujian Normal University Yuan Ze University Mahidol University Social Sciences It is widely recognized that flipped learning has great potential for enhancing students’ conceptual understanding through the reversed arrangement of before-class learning activities and in-class settings. However, this approach also raises the challenge of students having to obtain the learning content by themselves, especially for abstract concepts such as fractions, where students frequently encounter problems in mathematics education. In this study, we proposed a gamified interactive e-book approach to supporting a flipped mathematics classroom. To evaluate the effectiveness of the proposed approach, a quasi-experimental study was implemented in an elementary school mathematics course. There were three groups: the students who adopted the gamified interactive e-book in the mathematical flipped classroom (the GIEBFL group), the students who learned with conventional flipped learning (the CFL group), and those who learned with traditional instruction (the TI group). The results from a paper-and-pencil test indicated that the GIEBFL students significantly outperformed the CFL and TI students. In addition, the questionnaire of students’ learning motivation showed that the GIEBFL students had better motivation than the CFL and TI students. Also, the GIEBFL students achieved significantly higher meta-cognition tendency than the TI students. 2022-08-04T11:30:18Z 2022-08-04T11:30:18Z 2021-12-01 Article Educational Technology Research and Development. Vol.69, No.6 (2021), 3255-3280 10.1007/s11423-021-10053-0 15566501 10421629 2-s2.0-85116988856 https://repository.li.mahidol.ac.th/handle/123456789/79071 Mahidol University SCOPUS https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85116988856&origin=inward
institution Mahidol University
building Mahidol University Library
continent Asia
country Thailand
Thailand
content_provider Mahidol University Library
collection Mahidol University Institutional Repository
topic Social Sciences
spellingShingle Social Sciences
Jiahua Zhao
Gwo Jen Hwang
Shao Chen Chang
Qi fan Yang
Artorn Nokkaew
Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course
description It is widely recognized that flipped learning has great potential for enhancing students’ conceptual understanding through the reversed arrangement of before-class learning activities and in-class settings. However, this approach also raises the challenge of students having to obtain the learning content by themselves, especially for abstract concepts such as fractions, where students frequently encounter problems in mathematics education. In this study, we proposed a gamified interactive e-book approach to supporting a flipped mathematics classroom. To evaluate the effectiveness of the proposed approach, a quasi-experimental study was implemented in an elementary school mathematics course. There were three groups: the students who adopted the gamified interactive e-book in the mathematical flipped classroom (the GIEBFL group), the students who learned with conventional flipped learning (the CFL group), and those who learned with traditional instruction (the TI group). The results from a paper-and-pencil test indicated that the GIEBFL students significantly outperformed the CFL and TI students. In addition, the questionnaire of students’ learning motivation showed that the GIEBFL students had better motivation than the CFL and TI students. Also, the GIEBFL students achieved significantly higher meta-cognition tendency than the TI students.
author2 National Taiwan University of Science and Technology
author_facet National Taiwan University of Science and Technology
Jiahua Zhao
Gwo Jen Hwang
Shao Chen Chang
Qi fan Yang
Artorn Nokkaew
format Article
author Jiahua Zhao
Gwo Jen Hwang
Shao Chen Chang
Qi fan Yang
Artorn Nokkaew
author_sort Jiahua Zhao
title Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course
title_short Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course
title_full Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course
title_fullStr Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course
title_full_unstemmed Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course
title_sort effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course
publishDate 2022
url https://repository.li.mahidol.ac.th/handle/123456789/79071
_version_ 1763492281082445824