=Paper= {{Paper |id=Vol-3147/paper4 |storemode=property |title=Games and gamification in flipped classrooms: A systematic review |pdfUrl=https://ceur-ws.org/Vol-3147/paper4.pdf |volume=Vol-3147 |authors=Annique Smith,Nikoletta Zampeta Legaki,Juho Hamari |dblpUrl=https://dblp.org/rec/conf/gamifin/SmithLH22 }} ==Games and gamification in flipped classrooms: A systematic review== https://ceur-ws.org/Vol-3147/paper4.pdf
Games and gamification in flipped classrooms: A systematic
review
Annique Smith 1,2, Nikoletta Zampeta Legaki 2 and Juho Hamari 2
1
  Department of Information Science, Virtual Reality and Interaction Lab, University of Pretoria, 2 Lynnwood
Road, Pretoria, 0181, South Africa
2
  Gamification Group, Tampere University, Kalevantie 4, 33100, Tampere, Finland


                     Abstract
                     The landscape of education is experiencing a shift towards active learning approaches as the
                     need for independent, lifelong learning increases. Traditional lecture-based teaching
                     methodologies are not as effective at keeping students motivated enough to engage with content
                     on a deep level. Therefore, approaches such as student-centred learning, self-directed learning,
                     and flipped classrooms are becoming more popular as educators begin to embrace the idea of
                     giving students more autonomy in the classroom. The popularity of gamification and games in
                     education has led to them being used in conjunction with these active learning methods,
                     however this area lacks a high-level view of present and future work. This study aims to bring
                     clarity to this area of education by presenting a systematic review of the use of games and
                     gamification in flipped classrooms. In general, the results show that current implementations
                     have had positive outcomes, especially in terms of academic performance. The data also shows
                     that the in-class component of flipped classrooms is more commonly gamified compared to the
                     out-of-class component, and that achievement affordances and Kahoot! are popular
                     motivational affordances to use. Further research is proposed concerning social affordances and
                     increased reliance on theoretical foundations.

                     Keywords1
                     Gamification, game-based learning, flipped classroom, autonomous education, systematic
                     review


1. Introduction                                                                                      to impart these kinds of skills is through active
                                                                                                     learning methodologies which are more capable
                                                                                                     of encouraging students to engage with content on
    The rapid advancement of technology in recent
                                                                                                     a deeper level than traditional lecture-based
years has resulted in an increasing need for
                                                                                                     methods [2].
students to develop lifelong learning skills which
                                                                                                         Three educational approaches related to active
will allow them to be adaptable in the working
                                                                                                     learning are self-directed learning (SDL), student-
world [1,2]. This is also reflected in the fourth
                                                                                                     centred learning (SCL), and flipped classrooms
sustainable development goal (SDG #4 2) which
                                                                                                     (FC). SDL is an approach to teaching in which
calls for lifelong learning opportunities for all.
                                                                                                     students function autonomously, taking a large
Some of the core competencies required for
                                                                                                     amount of responsibility for their own learning
lifelong learning include self-management,
                                                                                                     [4]. Closely related to this is SCL, an approach to
learning how to learn, and information acquisition
                                                                                                     teaching in which the power of the learning
skills [3]. Educators are realising that the best way

6th International GamiFIN Conference 2022 (GamiFIN 2022),
April 26-29 2022, Finland
EMAIL:          annique.smith@up.ac.za      (A.     Smith);
zampeta.legaki@tuni.fi (N.Z. Legaki); juho.hamari@tuni.fi (J.
Hamari)
ORCID: 0000-0002-7887-9655 (A. Smith); 0000-0002-2707-
8364 (N.Z. Legaki); 0000-0002-6573-588X (J. Hamari)
                 © 2022 Copyright for this paper by its authors. Use permitted under Creative
                 Commons License Attribution 4.0 International (CC BY 4.0).

                 CEUR Workshop Proceedings (CEUR-WS.org)
2
    https://sdgs.un.org/goals/goal4




                                                                                                33
process is shifted from the teacher to the student,             Therefore, in the interest of understanding the
thus giving the learner more control and                    intersection between games and gamification in
responsibility [5,6]. Finally, the flipped classroom        autonomous learning contexts, a systematic
model involves moving the traditional teaching              literature review was conducted. It focused on
activities which are more passive to outside the            student-centred learning, self-directed learning,
classroom so that class time can be used for more           and flipped classrooms, and the ways in which
active learning methods [7]. All three of these             games and gamification have been used in
approaches involve a move away from traditional             conjunction with these teaching methodologies.
lecture-based teaching practices towards active             This article presents the results of a subsection of
learning methods. In the process, the learner               articles analysed in the review, focusing
becomes more autonomous, which can result in                specifically on the use of games and gamification
improved lifelong learning skills [8]. These types          in flipped classrooms in order to describe the
of educational approaches have grown in                     current state of this specific area of education.
popularity, and the COVID-19 pandemic has                       When framed as an approach to active
served to increase educators’ reliance on non-              learning, the flipped classroom model is
traditional methods [9].                                    concerned with making better use of the time that
    While these approaches all have the potential           students spend in contact with one another and
to improve learning outcomes, it remains difficult          with the teacher. This requires moving
to motivate learners to take more responsibility            information-transmission teaching out of the
for their learning since this requires more effort          class. This can serve to increase the autonomy of
and it challenges their ideas of how teaching               students by giving them more control over their
should work (that the teacher should be in charge)          own learning [21]. The flipped classroom can also
[10]. Games have been shown to be capable of                be viewed as a means of democratising the
motivating players effectively, according to self-          classroom by making students contributors to the
determination theory [11]. As an offshoot of this,          learning process [22]. From this critical pedagogy
gamification and game-based learning (GBL)                  perspective, it is about more than simply creating
have been explored as a means by which the                  independent learners, but about challenging the
motivation of learners in educational contexts              traditional view of educational settings in which
might be improved [12,13].                                  an expert assumes complete ignorance in their
    In order to position this study within the field        student audience and takes it upon themself to
of gamification, it is necessary to clarify our             remedy this [23]. As a result of doing away with
perspective with regards to the distinction                 passive teaching, the progressive teaching
between gamification and game-based learning.               principles espoused by Dewey [24] can be
Within the literature, the difference is usually            adopted, thus creating the opportunity for students
described in terms of parts or whole. In other              to become open-minded, flexible, and valuable
words, game-based learning is considered a full             contributors of society.
game while gamification consists only of parts of               The flipped classroom model’s success relies
a game [14]. However, we hold to the definition             upon students being motivated enough to spend
of gamification provided by [15] which describes            significant amounts of time on out-of-class work
the term as an umbrella concept encompassing                [21,25]. Gamification has been used in both the
any technology or practice which gives rise to              in-class and out-of-class components of a flipped
experiences akin to games. Therefore, we will               classroom, whether as a means of motivating
refer to both concepts as being part of the category        students to prepare for class [20] or as a way of
of gamification for the remainder of this paper.            actively engaging them during class [26].
    Given the broad definition of gamification, its             To the best of our knowledge, one other review
potential to positively impact learning outcomes            on gamification in flipped classrooms exists [27].
and motivation is a common area of research [17,            Our review seeks to expand upon this contribution
18, 19]. However, there is a dearth of studies that         by also investigating the use of full games in
document the use of these approaches in                     flipped classrooms as well as conducting the
conjunction with methods such as flipped                    search two years later. In addition, we aim to
classrooms or for making a course more student-             investigate the component of the flipped
centred [20]. As a result, it is not yet clear how          classroom which was gamified (in- or out-of-
GBL and gamification are being used in these                class) and the types of study designs which were
areas and what the outcomes of these applications           used.
are.



                                                       34
    The remainder of this paper is structured as              TITLE-ABS-KEY (game* OR gamif*)
follows: section 2 describes the methodology                  AND
followed for the review; section 3 presents the               (((flipped* OR inverted*) AND (class* OR
results; section 4 provides a discussion of the           learning OR education OR instruction OR
applicability of these results; and section 5             teaching))
concludes the paper by outlining future work.                 OR
                                                              ({self-directed learning} OR {self-directed
2. Review process                                         instruction} OR {self-directed education} OR
                                                          {self-directed teaching} OR {self-managed
                                                          learning} OR {self-managed instruction} OR
    The review was conducted according to the
                                                          {self-managed education} OR {self-managed
guidelines for an effective review [28]. The
                                                          teaching} OR {independent learning} OR
following section describes the steps that were
                                                          {independent instruction} OR {self-initiated
followed during the review process, which is
                                                          learning} OR {self-initiated education} OR {self-
shown in Figure 1.
                                                          initiated instruction})
                                                              OR
                                                              ("student centered" OR "student centred" OR
                                                          "learner centered" OR "learner centred")).

                                                              The asterisk (*) was used in the search query
                                                          to ensure that all variations of a term are included.
                                                          For example, “gamification” as well as
                                                          “gamified” would fit the query.

                                                          2.1.    Inclusion and exclusion criteria

                                                             The search was limited to English papers from
                                                          journals and conferences, as well as book
                                                          chapters. The inclusion criteria for papers were:
                                                             1. Either games or gamification had to be
                                                             used in conjunction with flipped learning or for
                                                             the purpose of making a course more student-
                                                             centred or students more self-directed (54
                                                             papers excluded).
                                                             2. The game or gamification had to be
                                                             described in enough detail to allow it to be
                                                             mapped, i.e., the main parts are described in
                                                             order to allow the motivational affordances to
Figure 1: The flowchart of the systematic review
                                                             be mapped by the reviewer (10 papers
process.                                                     excluded).
                                                             3. The study had to include empirical results
   The literature search was conducted using the             (descriptions of interventions which did not
Scopus database. It was chosen because it is                 report results from testing were therefore
known to index many publishers, including those              excluded) (159 papers excluded).
most relevant to this field of inquiry (IEEE, ACM,           4. If the paper was concerned with SCL or
and Springer). The search query was constructed              SDL, it had to engage with the concept by
to address the intersection of games and                     describing it in greater detail in the body of the
gamification with three main areas of learning               paper instead of only mentioning it in the
considered to be more autonomous than                        abstract or keywords (33 papers excluded).
traditional educational experiences – flipped
classrooms, SCL, and SDL. The search was                     In addition, papers were excluded if:
conducted using the following search string in               1. They did not describe a formal education
April 2021:                                                      setting such as a kindergarten or school
                                                                 (K12) or a tertiary education environment




                                                     35
      (informal adult education and studies                3.1.    Demographic details
      involving students outside of a formal
      course were excluded) (58 papers
                                                               The popularity of using games and
      excluded).
                                                           gamification in flipped classrooms has been
   2. They were concerned with situations
                                                           steadily increasing since 2016, as shown in Figure
      where students created their own games to
                                                           2. In 2020, the last full year that was reviewed in
      learn (10 papers excluded)
                                                           this study, the number of publications almost
   3. They were studies about students’
      opinions about teaching methods without
      any actual changes to a course/classroom
      (6 papers excluded).

    After applying the above-mentioned criteria,
92 papers remained for analysis (58.7% about
flipped classroom; 21.7% about SCL; 14.1%
about SDL; 4.3% about flipped classroom and
SCL, and 1.1% about flipped classroom and
SDL). The full list of included papers is available
here: https://bit.ly/3lRelj0. This article focuses
only on those papers relating to flipped classroom         doubled from the previous two years.
approaches. An analysis of the full sample will be         Figure 2: The number of papers published per
the subject of future work.                                year (N = 59)
    Based on the guidelines of [28], a concept-
centric matrix was used to map the details of each             Most of the studies were conducted in Asia and
paper. To prevent the introduction of bias, details        Europe, with these contributing 18 papers each
such as motivational affordances and study                 (30%), while studies in North America amounted
outcomes were mapped as described by the                   to 8 papers (13.3%) and Africa, the Middle east
authors without further analysis from the                  and South America were each represented by 1
reviewer. The review process was conducted by              paper (1.7%). 13 studies (21.7%) did not specify
the first author of this paper. Any mapping                where they were conducted.
decisions were discussed amongst the research                  Games and gamification have been employed
team.                                                      in a wide variety of fields, as shown in Table 1,
                                                           with computing being the most popular at a
                                                           tertiary level. This could be because teachers of
3. Results                                                 computing content are more likely to be
                                                           comfortable with adding digital elements to their
    As mentioned before, this article will focus           courses [30], and this is in line with other reviews
only on papers relating to flipped classroom               on gamification in education [17]. At a K12 level
environments (59 papers; 64.1% of the sample). It          (kindergarten to twelfth grade), social science and
should be noted that one paper presented two               science are the main fields being gamified. Lastly,
studies which were mapped separately, hence the            the use of gamification in flipped classrooms is
total number of studies included in the sample             more        common         at      tertiary     level
presented in this article is 60.                           (university/college) than at school level.
    The presentation of the results will begin with            Table 2 shows the types of studies which have
an overview of the demographic data of the                 been employed – whether the game/gamification
studies. Following this are the details of the             was combined with flipped classroom and then
motivational affordances used, the results of              tested against a control of flipped classroom or a
experimental studies and the parts of the flipped          traditional class, or whether the gameful
classroom that were modified by games and                  components were simply used as part of a flipped
gamification. The terminology relating to                  classroom, sometimes along with other
motivational affordances and study outcomes is             educational approaches such as collaboration,
the same as that outlined by [29].                         peer instruction, and blended learning. The “other
                                                           settings” study design includes several unique
                                                           study design types (described below the table).




                                                      36
Table 1                                                    3.3. Experimental studies,
Mapping of studies according to field and level of
education.
                                                           affordances, and outcomes
                          Level of education                   23 studies (38.3%) were classified as
         Field          K12     Tertiary Total             experimental studies according to the following
      Computing          1         18        19            criteria:
      Economics                     3         3                1. Clearly defined hypothesis or research
     Engineering         1          1         2                    question.
       Medical                      7         7                2. The use of a control group or pre-post-test
  Physical education     1                    1                    design
       Science           5          6        11                3. The use of inferential statistics.
    Social science       6          5        11
 Pre-service teaching               6         6               Figure 3 shows the mapping of these
                                                           experimental studies according to the
        Total            14        46        60
                                                           motivational outcomes used and the outcome of
                                                           the study. Positive results imply that the applied
3.2. Motivational affordances and                          motivational       affordances      resulted    in
study designs                                              improvements to the specific measured outcomes.
                                                           Mixed results were mapped according to whether
                                                           the majority of tests had yielded positive or
    Table 2 also shows the motivational                    negative results (negative meaning that the
affordances used (according to the mapping by              applied affordances had no significant measurable
[29]). The most used achievement affordances               effect on the outcomes). Most of the studies
were points (18 studies; 30%), badges (15 studies;         reported positive results, i.e., the applied
25%), and leaderboards (13 studies; 21.6%). This           motivational       affordances      resulted    in
also reflected other reviews of the use of                 improvements to the specific measured outcomes,
gamification in education [17,30]. Social                  with achievement affordances and miscellaneous
affordances included teamwork (9 studies; 15%)             elements being the most popular affordances
and competition (9 studies; 15%), while the most           implemented. Most of the miscellaneous
common immersion affordances were the use of               affordances used in experimental studies (8
narrative (8 studies; 13.3%) and role play (6              studies out of 11) were full games.
studies; 10%). The most common non-digital                    In terms of the specific types of outcomes that
elements were physical dice (6 studies; 10%) and           were measured, across all 60 studies the highest
physical playboards and/or tokens (5 studies;              measured outcomes were psychological states (25
8.3%). These were often employed together in the           studies; 41.6%), such as motivation and attitude
form of boardgames. Finally, miscellaneous                 towards the course content; and performance
affordances included full commercial games or              outcomes (38 studies, 63.3%), such as the level of
systems (such as Kahoot!, Socrative or word                academic performance, quality of work and level
games). 27 studies (45%) used such games, with             of participation in the course. Figure 4 shows the
14 (23%) of those using Kahoot!                            results of experimental studies organized
    The class component item in Table 2 describes          according to outcome type. The popularity of
which part of the flipped classroom was modified           psychological and performance outcomes is also
to include the motivational affordances. It tended         visible here, and educational performance
to be more common to modify the in-class                   outcomes showed primarily positive results.
component of the course. This could be because             Furthermore, there are some cases where studies
motivational affordances could more easily be              reported no positive changes where games and
included in these settings, whereas out-of-class           gamification were added to a flipped classroom.
settings would require a digital system to keep
track of student activity and provide access to the
gameful components.
.




                                                      37
Figure 3: The results of experimental studies according to motivational affordances used (N = 23, but
total affordances exceed that because some studies used affordances from multiple categories)


                                                                Furthermore, the use of points, badges, and
4. Discussion                                               leaderboards (PBLs) as the most common
                                                            affordances remains in line with other reviews on
                                                            gamification in education. As shown by [32], the
    Overall, the results suggest that games and             use of PBLs may not always be suitable for the
gamification can have a positive effect in flipped
                                                            context in which they are employed. For example,
classrooms, especially with regards to
                                                            leaderboards have contributed to a number of
performance outcomes such as academic
                                                            negative effects in gamification studies [32].
achievement.
                                                            PBLs fall under the category of achievement
    The analysis revealed that more than one-third          affordances [33]. The much lower incidence of
of the studies employed the design of combining
                                                            immersion- and social-related affordances in the
games/gamification with the flipped classroom
                                                            sample analysed indicates a gap in the field which
without a control group. While the use of a pre-
                                                            also echoes the state of gamification across other
/post-test in these contexts made it possible to
                                                            fields [29]. The flipped classroom model makes it
gauge whether the course was improved by the                possible to utilise class time for more interactive,
addition of the gamification, it was impossible to          social learning activities such as group work and
conclusively attribute the outcome to the
                                                            discussions [34]. In this sense, it may be simpler
gamification (compared to studies where a non-
                                                            to implement social affordances in this kind of
gamified control group was used). According to
                                                            classroom setting when compared to traditional
[31], the design of the instructional materials in a
                                                            classes. As such, flipped classrooms are well-
flipped classroom have a great influence on the             placed to contribute to the field of gamification in
way in which students perceive the learning
                                                            this way [29]. In terms of the use of full games in
content. Therefore, it is recommended that future
                                                            flipped classrooms, Kahoot! was the primary
research involves more experimental designs with
                                                            choice for in-class engagement. The features of
control groups to make it possible to isolate the
                                                            this system – free to access and easy to use – make
effects of the gamification treatment.                      it the ideal companion to in-class activities.




                                                       38
Table 2
Motivational affordances used based on study design and the component of the flipped classroom that was modified by the affordance.

          Study design                      Class component                      N      Achievement                Social affordances   Immersion     Non-digital   Miscellaneous
                                                modified                                affordances                                     affordances    elements       elements
                        vs                In-class                                2                                                                        1              1
                    traditional                                                   2                                                                        1              1
                                          In-class                                7                5                       2                2              2              4
                          vs
                                          Out-of-class                            9                9                       2                3                             1
                       flipped
                                                                                 16                14                      4                5             2               5
                                          In- and out-of-class                    2                                                                                       2
  Game /
                                          In-class                               11                5                       3                2             3               9
  gamif +
                         only             Out-of-class                            6                4                                        2                             2
  flipped
                                          Not specified                           3                1                       1                1             1               3
                                                                                 22                10                      4                5             4              16
                                          In- and out-of-class                    1                1                                                      1               1
                                          In-class                                9                2                       2                1             1               7
                      + other*
                                          Not specified                           4                1                       1                                              3
                                                                                 14                4                       3                1             2              11
                                          In-class                                2                                                         1                             1
                                          Out-of-class                            3                2                       1                                              2
        Other designs**
                                          Not specified                           1                1                                                                      1
                                                                                  6                3                       1                 1                            4
                                                                                 60                31                     12                12            9              37
Note: total affordances equal more than 60 because some studies employed affordances from more than one category
* Other includes teaching approaches such as collaboration, teamwork, seminars, and project-based learning
** Other designs are: game/gamif + flip vs game/gamif + independant vs game/gamif + traditional;
game/gamif + flipped vs game/gamif;
game/gamif + flipped + other vs game/gamif + flipped + lecture vs traditional;
game/gamif + flipped + other vs flipped vs traditional;
game/gamif + flipped vs gamif other + flipped vs flipped




                                                                                                                   39
Figure 4: The results of experimental studies according to the types of outcomes measured (N = 23
but total outcomes exceed that because some studies measured outcomes from multiple categories).


   A literature review by [35] reports that                  of the known negative effects of gamification
Kahoot! can have a positive effect on learning               [32]. [40] found that the students only interacted
when compared to other approaches. It also                   with the gamified elements due to the competition
embraces the bring-your-own-device (BYOD)                    they created, not because they associated it with
model which is already popular in education,                 improved learning. It is because of cases like these
especially at a tertiary level [36]. The studies that        that it is important that the motivational
employed Kahoot! in the classroom used it mainly             affordances be intrinsically tied to the learning
as a type of formative assessment to consolidate             content to prevent students from bypassing the
knowledge that students would have gained from               learning content while engaging with the game
engaging with the out-of-class material [37,38].             elements [16,41].
   In general, the in-class component received                   Finally, in terms of methodological
more attention in terms of the use of games and              approaches, the sample analysed contained no
gamification. Since the flipped classroom model              studies which attempted to isolate individual
only works if students prepare adequately for                affordances to test their effectiveness. Within the
class, the use of motivational affordances to                field of gamification, calls have been made for
encourage this behaviour is an interesting line of           these kinds of studies in order to understand how
inquiry which requires additional investigation              gamification works [29,42], and testing the effects
[20].                                                        of individual affordances is one of the main ways
   The studies analysed reported few negative                to achieve this. In addition, the current reliance on
effects from the gamified interventions, although            academic achievement as an outcome measure,
[39] reported that some students gamed the                   while being the simplest way to determine
system in order to earn more badges. This is one             whether an intervention has been effective, misses




                                                        40
a deeper understanding of exactly how it has               tested. There is much room for variety in these
resulted in improved performance. A focus on               areas.
measures such as psychological outcomes                        These results contribute to the current
(motivation, attitude towards the content, self-           understanding of the state of the field. Future
regulation, engagement, confidence etc.)                   work includes reporting on the full set of studies
combined with engagement outcomes, such as                 that were returned in the search query to gain a
time spent interacting with the motivational               broader perspective on the use of games and
affordances, could shed light on the specific ways         gamification for autonomous learning.
in which these affordances function to bring about
improved performance from students.                        7. References
    The studies included also showed very little
reliance on underlying theoretical work, such as
                                                           [1]   EDUCAUSE, 2020 EDUCAUSE Horizon
self-determination theory or theories of
engagement. In order to support the understanding                Report: Teaching and Learning Edition,
                                                                 CO:EDUCAUSE,             Boulder,      2020.
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Scopus database. The number of articles retrieved          [3]   A. Kaplan, Lifelong learning: conclusions
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sample) is fairly substantial and Scopus is                      Online Journal of Primary Education
considered to index the most relevant publishers                 (IOJPE) ISSN: 1300-915X. 5 (2016).
in this field. While this may serve to curtail the               http://www.iojpe.org/index.php/iojpe/articl
effect of this limitation on the findings, it is                 e/view/91 (accessed December 8, 2021).
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missed, especially since snowball sampling was                   in the university setting, Studies in Higher
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                                                                 ASEE National Cconference Proceedings,
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gamification in flipped classrooms, with in-
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classroom activities being the primary focus. The
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although mainly achievement affordances were
used, and performance-based outcomes were



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     https://doi.org/10.1177/2347631120983481                  Sprague (Ed.), 2014 47th Hawaii
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