The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions
Laboratory courses are extremely important in Physics education in terms of providing a better understanding of the theoretical course subjects by the students. However, since the COVID-19 epidemic caused education to be carried out remotely and digitally all over the world, practical as well as the...
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Veröffentlicht in: | Sustainability 2021-09, Vol.13 (18), p.10163 |
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description | Laboratory courses are extremely important in Physics education in terms of providing a better understanding of the theoretical course subjects by the students. However, since the COVID-19 epidemic caused education to be carried out remotely and digitally all over the world, practical as well as theoretical courses were moved to digital platforms. Therefore, this study investigated the effects of the Gamified Flipped Learning (GFL) method on students’ physics self-efficacy and innovation skills in a virtual physics laboratory course. The study was carried out with true experimental design and the participants were a total of 70 first-year engineering students, which were randomly divided into two groups. The experimental group was trained with the GFL method, the control group was trained with Classical Flipped Learning (CFL) method. Data were collected from a physics self-efficacy questionnaire, innovative skills questionnaire, and semi-structured interviews form. The research results showed that GFL method has a positive impact on the innovation skills of students although insignificant improvement was introduced by gamified-flipped learning on students’ self-efficacy. In addition, the interviews with the students revealed a positive perception of gamification, by mentioning some important aspects of the process that were extremely beneficial. |
doi_str_mv | 10.3390/su131810163 |
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The research results showed that GFL method has a positive impact on the innovation skills of students although insignificant improvement was introduced by gamified-flipped learning on students’ self-efficacy. In addition, the interviews with the students revealed a positive perception of gamification, by mentioning some important aspects of the process that were extremely beneficial.</description><identifier>ISSN: 2071-1050</identifier><identifier>EISSN: 2071-1050</identifier><identifier>DOI: 10.3390/su131810163</identifier><language>eng</language><publisher>Basel: MDPI AG</publisher><subject>COVID-19 ; Design of experiments ; Education ; Engineering education ; Epidemics ; Experimental design ; Flipped classroom ; Innovations ; Learning ; Physics ; Questionnaires ; Self-efficacy ; Skills ; Students ; Sustainability ; Teaching methods</subject><ispartof>Sustainability, 2021-09, Vol.13 (18), p.10163</ispartof><rights>2021 by the authors. Licensee MDPI, Basel, Switzerland. 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subjects | COVID-19 Design of experiments Education Engineering education Epidemics Experimental design Flipped classroom Innovations Learning Physics Questionnaires Self-efficacy Skills Students Sustainability Teaching methods |
title | The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions |
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