Gamified metacognitive prompts in a higher education flipped classroom

dc.contributor.authorSmith, Annique Elizabeth
dc.contributor.authorFernández Galeote, Daniel
dc.contributor.authorLegaki, Nikoletta-Zampeta
dc.contributor.authorHamari, Juho
dc.date.accessioned2024-01-24T11:58:41Z
dc.date.available2024-01-24T11:58:41Z
dc.date.issued2023
dc.descriptionPaper presented at Mindtrek '23: 26th International Academic Mindtrek Conference, Tampere, Finland, October 2023.en_US
dc.description.abstractFlipped classroom teaching approaches have increased in popularity in recent years. A common problem in these models is that students do not prepare properly for class. This study seeks to address this problem from the perspective of metacognitive reflection in order to equip students to be more capable of managing their own learning. A custom website was developed for use in a university-level flipped classroom. It provided students with access to their course content and also included three versions of metacognitive prompts, two of which included gamification. One version used structured gamification and the other made use of an open-ended gamification design. A between-subjects experiment was conducted across two undergraduate courses (n=58) over five weeks. The results showed no change in metacognitive awareness for the student group as a whole. However, the open-ended gamification group showed a significant difference compared to the guided gamification group. Furthermore, the structured gamification group showed a decrease in their regulation of cognition skills. This highlights the potential for bottom-up, open-ended gamification designs to be effective in educational situations where reflection is important. The article concludes with a discussion of the context-specific nature of gamification, as the potential gamification design implications based on these results.en_US
dc.description.departmentInformation Scienceen_US
dc.description.librarianhj2024en_US
dc.description.sdgNoneen_US
dc.description.urihttps://dl.acm.org/doi/fullHtml/10.1145/3616961.3616990en_US
dc.identifier.citationAnnique Smith, Daniel Fernández Galeote, Nikoletta-Zampeta Legaki and Juho Hamari. 2023. Gamified metacognitive prompts in a higher education flipped classroom: Applying gamification to metacognitive reflection to support flipped classroom models. In 26th International Academic Mindtrek Conference (Mindtrek '23), October 03-06, 2023, Tampere, Finland. ACM, New York, NY, USA, 19 Pages. https://doi.org/10.1145/3616961.3616990.en_US
dc.identifier.issn979-8-4007-0874-9/23/10
dc.identifier.other10.1145/3616961.3616990
dc.identifier.urihttp://hdl.handle.net/2263/94080
dc.language.isoenen_US
dc.publisherAssociation for Computing Machineryen_US
dc.rights© 2023 Copyright held by the owner/author(s). This work is licensed under a Creative Commons Attribution International 4.0 License.en_US
dc.subjectGamificationen_US
dc.subjectMetacognitionen_US
dc.subjectFlipped classroomen_US
dc.subjectInteractive learning environmenten_US
dc.subjectApplied computingen_US
dc.titleGamified metacognitive prompts in a higher education flipped classroomen_US
dc.typeBook chapteren_US

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