El efecto del aprendizaje invertido gamificado en el rendimiento académico y la experiencia de aprendizaje en ciencias de los estudiantes de quinto grado en Malasia

Autores/as

DOI:

https://doi.org/10.24310/ijtei.111.2025.20559

Palabras clave:

gamificación, aprendizaje invertido, aprendizaje invertido gamificado, escuela primaria, experiencia de aprendizaje
Agencias: Ministerio de Educación Superior (MOHE) de Malasia, en el marco del Programa de Becas de Investigación Fundamental [FRGS/1/2023/SSI07/UTM/01/2]

Resumen

Este estudio investigó el efecto del aprendizaje invertido gamificado en los logros de los estudiantes de quinto grado. Se utilizó un diseño cuasi-experimental, con un grupo de control que recibió el aprendizaje convencional y un grupo experimental que participó en el aprendizaje invertido gamificado. Se seleccionaron aleatoriamente cuarenta estudiantes de quinto grado, con 20 estudiantes en cada grupo. Los datos se recopilaron mediante pruebas previas y posteriores junto con entrevistas, y se analizaron utilizando estadísticas descriptivas y la prueba no paramétrica Quade-ANCOVA. El análisis reveló una mejora significativa en los logros del grupo de aprendizaje invertido gamificado (p < 0.05) con un tamaño de efecto grande (eta cuadrado parcial = .626) en comparación con el grupo de control. Los datos de las entrevistas indicaron que los estudiantes en el grupo experimental tuvieron experiencias de aprendizaje positivas, informando un aumento en la emoción, el enfoque y la facilidad de aprendizaje a través de actividades gamificadas. Estos hallazgos sugieren que integrar la gamificación con el aprendizaje invertido puede mejorar el logro y el compromiso de los estudiantes, y se recomienda que los educadores continúen incorporando elementos gamificados en el aprendizaje invertido para satisfacer mejor las necesidades de aprendizaje de los estudiantes de la Generación Z.

Descargas

Los datos de descargas todavía no están disponibles.

Métricas

Cargando métricas ...

Publicación Facts

Metric
Este artículo
Otros artículos
Revisión pares 
2.4 promedio

Perfil de revisores  N/D

Información adicional autores

Información adicional autores
Este artículo
Otros artículos
Datos de investigación disponibles 
##plugins.generic.pfl.dataAvailability.unsupported##
##plugins.generic.pfl.averagePercentYes##
Financiación 
N/D
32% con financiadores
Conflicto de intereses 
N/D
##plugins.generic.pfl.averagePercentYes##
Metric
Para esta revista
Otras revistas
Artículos aceptados 
Artículos aceptados: 95%
33% aceptado
Días hasta la publicación 
Días hasta la publicación
145

Indexado: {$indexList}

    Indexado en
Perfil de director y equipo editorial
##plugins.generic.pfl.profiles##
Sociedad Académica/Grupo 
N/D
Editora: 
Universidad de Málaga

Biografía del autor/a

Noor Lydia Russali, Universiti Teknologi Malaysia,

Universiti Teknologi Malaysia, School of Education, Department of Educational Science. Mathematics, and Creative Multimedia

Zaidatun Tasir, Universiti Teknologi Malaysia,

Universiti Teknologi Malaysia, School of Education, Department of Educational Science. Mathematics, and Creative Multimedia

Citas

Aidoo, B., Tsyawo, J., Quansah, F., & Boateng, S. K. (2022). Students' learning experiences in a flipped classroom: A case study in Ghana. International Journal of Education and Development using Information and Communication Technology (IJEDICT), 18 (1), 67-85.

Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational gamification vs. Game based learning: comparative study. International Journal of Innovation, Management and Technology, 7(4), 132-136. https://doi.org/10.18178/ijimt.2016.7.4.659

Bergmann, J., & Sams, A. (2012). Flip your classroom: Reach every student in every class every day. International Society for Technology in Education.

Borit, M., & Stangvaltaite-Mouhat, L. (2020). GoDental! Enhancing flipped classroom experience with game-based learning. European Journal of Dental Education, 24(2), 763-772. https://doi.org/10.1111/eje.12566

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77-101. https://doi.org/10.1191/1478088706qp063oa

Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24, 1162 - 1175. https://doi.org/10.1080/10494820.2014.964263

Cheng, X. (2023). Flipped learning model: An effective approach to primary school STEM education. Science insights education frontiers, 15(1), 2145-2146. https://doi.org/10.15354/sief.23.co044.

Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Routledge.

Da Silva, J., Felicio, C. M., & Teodoro, P. V. (2022). Flipped classroom and digital technologies: Didactic possibility for science teaching in an active methodology proposal. Brazilian Journal of Education, Technology, and Society, 17, 1386-1401. https://doi.org/10.21723/riaee.v17i2.15807

DeBarger, A. H., Penuel, W. R., Moorthy, S., Beauvineau, Y., Kennedy, C. A., & Boscardin, C. K. (2017). Investigating purposeful science curriculum adaptation as a strategy to improve teaching and learning. Science Teacher Education, 101(1), 66–98. https://doi.org/10.1002/sce.21249

Divjak, B., & Tomić, D. (2011). The impact of game-based learning on the achievement of learning goals and motivation for learning mathematics-literature review. Journal of Information and Organizational Sciences, 35(1), 15-30. https://jios.foi.hr/index.php/jios/article/view/182

Du, S. C., Fu, Z. T., & Wang, Y. (2014). The flipped classroom—Advantages and challenges. Proceedings of the 2014 International Conference on Economic Management and Trade Cooperation (pp. 17–20). Atlantis Press. https://doi.org/10.2991/emtc-14.2014.3

Erkan, H., & Duran, M. (2023). The effects of STEM activities conducted with the flipped learning model on primary school students’ scientific creativity, attitudes and perceptions towards STEM. Science Insights Education Frontiers, 15(1), 2175-2225. https://doi.org/10.15354/sief.23.or115

Fahdiran, R., Serevina, V., & Maha Putra, A. V. (2021). The effect of active learning in the flipped classroom learning model on 6th grade science subjects of elementary school. Journal of Physics: Conference Series, 1 – 8. https://doi.org/10.1088/1742-6596/2309/1/012072

Flores-González, E., & Flores-González, N. (2022). The flipped classroom as a tool for learning at High School. Journal of Critical Pedagogy, 6(16), 10 – 18. https://doi.org/10.35429/JCP.2022.16.6.10.18

Gaonkar, S., Khan, D., & Ashish Singh, M. (2022). Impact of gamification on learning and development. Journal of Advances in Education and Philosophy, 6(2), 63-70. https://doi.org/10.36348/jaep.2022.v06i02.003

Guerrero-Quiñonez, A. J., Quiñónez Guagua, O., & Barrera-Proaño, R. G. (2023). Gamified flipped classroom as a pedagogical strategy in higher education: From a systematic vision. Ibero-American Journal of Education & Society Research, 3(1), 238–243. https://doi.org/10.56183/iberoeds.v3i1.622

Gündüz, A. Y., & Akkoyunlu, B. (2020). Effectiveness of gamification in flipped learning. SAGE Open, 10(4), 1 - 16. https://doi.org/10.1177/2158244020979837.

Guo, J.-L.; Hsu, H.-P.; Lin, M.-H.; Lin, C.-Y., & Huang, C.-M. (2020). Testing the usability of digital educational games for encouraging smoking cessation. International Journal Environmental. Research and Public Health, 17(8), 2695. https://doi.org/10.3390/ijerph17082695

Heinich, R., Molenda, M., Russell, J. D., & Smaldino, S. (2002). Instructional media and technologies for learning (7th ed.). Merrill/Prentice Hall.

Huang, B., Hew, K.F., & Lo, C.K. (2018). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments, 27, 1106 - 1126. https://doi.org/10.1080/10494820.2018.1495653.

Iwuanyanwu, P. N. (2019). What we teach in science, and what learners learn: A gap that needs bridging. Pedagogical Research, 4(2), em0032. https://doi.org/10.29333/pr/5780

Jo, J., Jun, H., & Lim H. (2018). A comparative study on gamification of the flipped classroom in engineering education to enhance the effects of learning. Computer Applications in Engineering Education, 26(5), 1626 -1640. https://doi.org/10.1002/cae.21992

Kang, J., Salonen, A., Tolppanen, S., Scheersoi, A., Hense, J., Rannikmäe, M., Soobard, R., & Keinonen, T. (2023). Effect of embedded careers education in science lessons on students’ interest, awareness, and aspirations. International Journal of Science and Mathematics Education, 21(1), 211–231. https://doi.org/10.1007/s10763-021-10238-2

Klock, A. C. T., Ogawa, A. N., Gasparini, I., & Pimenta, M. S. (2018). Does gamification matter? A systematic mapping about the evaluation of gamification in educational environments. Proceedings of the 33rd Annual ACM Symposium on Applied Computing, 2006–2012. https://doi.org/10.1145/3167132.3167347.

Lacovides, I., Aczel, J., Scanlon, E., Taylor, J., & Woods, W. (2011). Motivation, engagement and learning through digital games. International Journal of Virtual and Personal Learning Environments, 2(2), 1–16. https://doi.org/10.4018/jvple.2011040101

Lee, G. G., Jeon, Y. E., & Hong, H. G. (2021). The effects of cooperative flipped learning on science achievement and motivation in high school students. International Journal of Science Education, 43(9), 1381–1407. https://doi.org/10.1080/09500693.2021.1917788

Lei, H., Chiu, M. M., Wang, D., Wang, C., & Xie, T. (2022). Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis. Journal of Educational Computing Research, 60(6), 1373-1398. https://doi.org/10.1177/07356331211064543

Lim, D., Sanmugam, M., Wan Yahaya, W. A. J., & Al Breiki, M. S. (2024). Redesigning Malaysian university students' player traits from the perspective of game theory: A qualitative study. International Journal of Information and Education Technology, 14(4), 552-558. https://doi.org/10.18178/ijiet.2024.14.4.2076

Lo, C. K., & Hew, K. F. (2018). A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement. Interactive Learning Environments, 28(4), 464–481. https://doi.org/10.1080/10494820.2018.1541910

Majdoub, M., & Heilporn, G. (2024). How does gamified L2 learning enhance motivation and engagement: A literature review. In Z. Çetin Köroğlu & A. Çakır (Eds.), Fostering Foreign Language Teaching and Learning Environments With Contemporary Technologies (pp. 134-173). IGI Global Scientific Publishing. https://doi.org/10.4018/979-8-3693-0353-5.ch007

Maratou, V., Ennami, F., Luz, F., Abdullahi, Y., Medeisiene, R. A., Sciukauske, I., Chaliampalias, R., Kameas, A. D., Sousa, C., & Rye, S. (2023). Game-based learning in higher education using analogue games. International Journal of Film and Media Arts, 8(1), 68–84. https://doi.org/10.24140/ijfma.v8.n1.04

Marcourt, S. R., Aboagye, E., Armoh, E. K., Dougblor, V. V., & Ossei-Anto, T. A. (2022). Teaching method as a critical issue in science education in Ghana. Social Education Research, 4(1), 82–90. https://doi.org/10.37256/ser.4120232058

Maxwell, M. (2024). The effects of a gamified flipped classroom on first-generation low income student motivation and achievement in a Georgia High School Mathematics Class. [Tesis de doctorado, Georgia State University]. https://doi.org/10.57709/36975836

Mulyanti, F., Abidin, Y. D., & Suharto, N. (2023). Pengaruh flipped classroom berbasis gamifikasi dan motivasi belajar terhadap hasil belajar IPA. Pendas: Jurnal Ilmiah Pendidikan Dasar, 8(1), 4207-4219. https://doi.org/10.23969/jp.v8i1.7594

Nilubol, K. (2023). The feasibility of an innovative gamified flipped classroom application for university students in EFL context: An account of autonomous learning. English Language Teaching, 16(8), 24-38. https://doi.org/10.5539/elt.v16n8p24

Nipo, D., Gadelha, D., Da Silva, M., & Lopes, A. (2023). Game-based learning: possibilities of an instrumental approach to the FEZ game for the teaching of the Orthographic Drawings System Concepts. Journal on Interactive Systems, 14(1), 1–16. https://doi.org/10.5753/jis.2023.3190

Ortiz, A. M. L., & Aliazas, J. V. C. (2021). Multimodal representations strategies in teaching science towards enhancing scientific inquiry skills among grade 4. International Multidisciplinary Research Journal, 3(3), 107–118. https://doi.org/10.54476/iimrj241

Phang F. A., Khamis, N., Nawi, N. D., & Pusppanathan, J. (2021). TIMSS 2019 Science Grade 8: Where is Malaysia standing? Asean Journal of Engineering Education, 4(2), 37-43. https://doi.org/10.11113/ajee2020.4n2.10

Ranoptri, D., Mustaji, M. , & Syaiful Bachri, B. (2022) Development of web bases inquiry learning with the flipped classroom model in science learning for 7th grade of junior high school. Prisma Sains: Journal Pengkajian Ilmu dan Pembelajaran MIPA IKIP Mataram, 10(2), 316-326. https://doi.org/10.33394/j-ps.v10i2.4942

Rodrigues, L., Arndt, D., Palomino, P., Toda, A., Klock, A., Avila-Santos, A., & Isotani, S. (2022). Affective memory in gamified learning: A usability study. Anais do XXXIII Simpósio Brasileiro de Informática na Educação (pp.585-596). https://doi.org/10.5753/sbie.2022.225748

Rudolf, E. (2021). Student as a performer of flipped learning in mathematics upgraded with interactive video. Natural Science Education, 18(1), 22-28. https://doi.org/10.48127/gu-nse/21.18.22

Sayeski, K. L., Hamilton-Jones, B., & Oh, S. (2015). The Efficacy of IRIS STAR Legacy Modules under different instructional conditions. Teacher Education and Special Education, 38(4), 291 – 305. https://doi.org/10.1177/0888406415600770

Siegle, D. (2013). Technology: Differentiating instruction by flipping the classroom. Gifted Child Today, 37(1), 51–55. https://doi.org/10.1177/1076217513497579

Solis-Foronda, M., & Marasigan, A. C. (2021). Understanding the students’ adversities in the science classroom. Journal of Education and E-Learning Research, 8(1), 52–58. https://doi.org/10.20448/journal.509.2021.81.52.58

Tangkui, R., & Tan, C. K. (2020). Digital game-based learning using minecraft: enhacement of pupils’ achievement in fractions? E-Jurnal Penyelidikan dan Inovasi, 7, 75–90.

Thomas, D. S., & Mahmud, M. S. (2021). Digital game-based learning in Mathematics teaching: a literature review. Jurnal Dunia Pendidikan, 3(3), 158-168.

Toda, A.M., Klock, A.C.T., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., Bittencourt, I., Gasparini, I., Isotani, S., & Cristea, A. I. (2019). Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments, 6(16), 1-14. https://doi.org/10.1186/s40561-019-0106-1

Tsay, C. H. H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with technology-mediated gamification: An empirical study. Computers & Education, 121, 1-17. https://doi.org/10.1016/j.compedu.2018.01.009

Yılmaz, Ö. (2023). The role of technology in modern science education. In Ö. Baltacı (Ed.), Current research in education - VI (pp. 35-60). Özgür Publications. https://doi.org/10.58830/ozgur.pub383.c1704

Yu, Q., & Yu, K. (2023). The effects of gamified flipped classroom on student learning: evidence from a meta-analysis. Interactive Learning Environments, 32(9), 1–16. https://doi.org/10.1080/10494820.2023.2209791

Yue, W. S., & Wan, W. L. (2015). The effectiveness of digital game for introductory programming concepts. Proceedings of the 10th International Conference for Internet Technology and Secured Transactions (ICITST) (pp. 421–425). https://doi.org/10.1109/ICITST.2015.7412134

Zhou, X., & Lin, X. (2024). A Survey and study on interdisciplinary learning attitudes of primary school students under the STEM education concept. Journal of Higher Vocational Education, 1(3), 149–155. https://doi.org/10.62517/jhve.202416325

Publicado

01-06-2025

Cómo citar

Russali, N. L., & Tasir, Z. (2025). El efecto del aprendizaje invertido gamificado en el rendimiento académico y la experiencia de aprendizaje en ciencias de los estudiantes de quinto grado en Malasia. Innoeduca. International Journal of Technology and Educational Innovation, 11(1), 150–168. https://doi.org/10.24310/ijtei.111.2025.20559

Número

Sección

Artículos