The effectiveness of a flipped-classroom instructional model developed by using a practice platform with gamification
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Abstract
In recent years, the flipped classroom, as an emerging and popular teaching strategy, has been widely used in teaching in major universities. Its scope of influence and application has been quite wide. This research was one part of a bigger study, and only the results of phase II are shown. Its purpose was to study the effectiveness of using a flipped-classroom instructional model developed by using a practice platform with gamification effects for improving the learning performance of Chinese undergraduate media students through their learning processes. Students practiced on a platform with gamification effects. The sample was 39 undergraduate students majoring in media in China, selected by using a specific random number method. Three research tools were used: the flipped-classroom instructional model developed by using a practice platform with gamification effects, lesson plans and a student learning performance test. The statistics used were mean, S.D. and t-test. From the results, it was found that the use of this instructional model improved students' learning performance; after the experiment, achievement scores were higher than before the experiment with statistical significance (*p<0.05).