Vol.14, No.2, May 2025.                                                                                                                                                                          ISSN: 2217-8309

                                                                                                                                                                                                                        eISSN: 2217-8333

 

TEM Journal

 

TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS

Association for Information Communication Technology Education and Science


The Integration of Gamification into the Adapted Flipped Classroom to Enhance Students' Academic Performance

 

Maira Bedebayeva, Roza Kadirbayeva, Meruyert Koshkinbayeva, Zhanibek Shaldarbekov, Aizhan Urmatova

 

© 2025 Maira Bedebayeva, published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)

 

Citation Information: TEM Journal. Volume 14, Issue 2, Pages 1407-1419, ISSN 2217-8309, DOI: 10.18421/TEM142-41, May 2025.

 

Received: 24 September 2024.

Revised:  04 March 2025.
Accepted: 11 March 2025.
Published: 27 May 2025.

 

Abstract:

 

This century has seen revolutionary technological breakthroughs in communication and ICT, enabling the development of pedagogical strategies such as e-learning. Despite its potential and promising future, e-learning suppresses the social aspect of the student experience, leading to a lack of personal interaction. To address this issue, blended learning was introduced. This learning model bridges the gap between e-learning and traditional teaching and learning environments. This study investigates whether the integration of gamification into the adapted flipped classroom improves students' academic performance in computer science. Three groups of 11th-grade students from the Nazarbayev Intellectual School of Physics and Mathematics in Shymkent participated in the study over a sixteen-week period during the 2023-2024 academic year (an average of 4 quarters). Two groups of 25 students served as control groups, while one group of 13 students formed the experimental group. While the control groups employed traditional teaching and learning approaches, the experimental group applied the approach of integrating gamification into the adapted flipped classroom. The study results show that although both teaching and learning approaches improved the participants' academic performance in computer science, the blended learning model, through the integration of gamification into the adapted flipped classroom, led to significantly better learning outcomes compared to traditional approaches.

 

Keywords – Gamification, flipped classroom (FC), academic achievement, e-learning, performance improvement, Information Technology

 

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