Boosting Active Learning Through a Gamified Flipped Classroom: A Retrospective Case Study in Higher Engineering Education

Active learning and associated techniques such as flipped classes have been demonstrated to have positive impacts on student learning and performance. Active learning faces several challenges when learners apply weak learning styles. Weak learning might happen when a student is not motivated to carr...

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Main Author: Idriss El-Thalji
Format: Article
Language:English
Published: MDPI AG 2025-03-01
Series:Education Sciences
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Online Access:https://www.mdpi.com/2227-7102/15/4/430
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author Idriss El-Thalji
author_facet Idriss El-Thalji
author_sort Idriss El-Thalji
collection DOAJ
description Active learning and associated techniques such as flipped classes have been demonstrated to have positive impacts on student learning and performance. Active learning faces several challenges when learners apply weak learning styles. Weak learning might happen when a student is not motivated to carry out any pre-class content activity, actively participate in the class activity, or reflect and reinforce the learned content during and after the class. This study explores how a gamified flipped classroom affects active learning performance and learning outcomes. The case is related to a technical course in the Maintenance Engineering Field, which is well known for a high rate of misunderstanding and low learning outcomes. It is found that sequential game-boosting activities in the flipped classroom have managed to level up students’ learning outcomes by explaining almost all concepts with low levels of misconceptions.
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spelling doaj-art-9c6daa275b484ed0b2097d263e4fcd0e2025-08-20T03:13:49ZengMDPI AGEducation Sciences2227-71022025-03-0115443010.3390/educsci15040430Boosting Active Learning Through a Gamified Flipped Classroom: A Retrospective Case Study in Higher Engineering EducationIdriss El-Thalji0Department of Mechanical and Structural Engineering and Materials Science, University of Stavanger, 4021 Stavanger, NorwayActive learning and associated techniques such as flipped classes have been demonstrated to have positive impacts on student learning and performance. Active learning faces several challenges when learners apply weak learning styles. Weak learning might happen when a student is not motivated to carry out any pre-class content activity, actively participate in the class activity, or reflect and reinforce the learned content during and after the class. This study explores how a gamified flipped classroom affects active learning performance and learning outcomes. The case is related to a technical course in the Maintenance Engineering Field, which is well known for a high rate of misunderstanding and low learning outcomes. It is found that sequential game-boosting activities in the flipped classroom have managed to level up students’ learning outcomes by explaining almost all concepts with low levels of misconceptions.https://www.mdpi.com/2227-7102/15/4/430active learningblended learninggamified learningboosting learningengineering education
spellingShingle Idriss El-Thalji
Boosting Active Learning Through a Gamified Flipped Classroom: A Retrospective Case Study in Higher Engineering Education
Education Sciences
active learning
blended learning
gamified learning
boosting learning
engineering education
title Boosting Active Learning Through a Gamified Flipped Classroom: A Retrospective Case Study in Higher Engineering Education
title_full Boosting Active Learning Through a Gamified Flipped Classroom: A Retrospective Case Study in Higher Engineering Education
title_fullStr Boosting Active Learning Through a Gamified Flipped Classroom: A Retrospective Case Study in Higher Engineering Education
title_full_unstemmed Boosting Active Learning Through a Gamified Flipped Classroom: A Retrospective Case Study in Higher Engineering Education
title_short Boosting Active Learning Through a Gamified Flipped Classroom: A Retrospective Case Study in Higher Engineering Education
title_sort boosting active learning through a gamified flipped classroom a retrospective case study in higher engineering education
topic active learning
blended learning
gamified learning
boosting learning
engineering education
url https://www.mdpi.com/2227-7102/15/4/430
work_keys_str_mv AT idrisselthalji boostingactivelearningthroughagamifiedflippedclassroomaretrospectivecasestudyinhigherengineeringeducation