International Journal of Contemporary Educational Research (Oct 2022)

Flipped Learning and Gamification in Information Technologies and Software Course

  • Gülseren TARHAN,
  • Gülcan ÖZTÜRK

DOI
https://doi.org/10.33200/ijcer.969959
Journal volume & issue
Vol. 9, no. 1
pp. 62 – 77

Abstract

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This study aims to find the effect of flipped learning and gamification methods on the success of the students in the Ethics and Security Unit, which is a unit of the fifth grade Information Technologies and Software Course compared to the traditional method. Also, it aims to decide the opinion of the students about the flipped learning and gamification methods. The study uses a mixed research design, included both quantitative and qualitative research methods. The study’s quantitative part is focused on the non-equivalent group pretest-posttest design, and the qualitative part is based on the case study design. The sample consists of 32 fifth grade students from a secondary school in a city in western Turkey. There are 16 students in the experimental group and 16 students in the control group. The ethics and security achievement test, which is developed by the researchers is used for collecting the quantitative data. The semi-structured interviews with students in the experimental group are performed for qualitative data. The descriptive statistics and two-way analysis of variance for mixed measures are used to analyze the quantitative data and the content analysis method is used to analyze the qualitative data. According to the results of the study, the students in the experimental group are more successful than the students in the control group. The students express positive opinions about the flipped learning and gamification methods in the interviews.

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