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A1 AlAmri, Fahad Saleh A A2 Zaidan, Ashraf Mohammed AB As part of the effort to adopt the learner-centred approach to learning, flipped learning is one of the most popular and active strategies in education, but it has drawbacks. Gamification can provide suitable solutions to these drawbacks. A systematic review was adopted to critically review previously published studies from 2020 to 2021 on the influence of gamification in flipped learning. The databases searched include SCOPUS, Web of Science, Science Direct, Wiley Online Library, and Education Resources Information Center (ERIC). Six studies were selected and data extracted by two evaluators. In the selected articles the Gamification environment were Moodle, Kahoot, online quizzes, video quizzes, and google drive forms. The Game elements were points, level, progress, and rewards, leader board, badges, and instant feedback. The variables studied were achievement, social relationship, and motivation, innovation, self-efficacy, attitude, and critical thinking. The results demonstrated that gamification in flipped learning is effective in improving the performance of students in learning as it leads to increased motivation, engagement, and achievement. The results can be adopted in the institution of learning to improve the learning performance of students. (Published abstract) http://search.shamaa.org/abstract_en.gif OP pp. 2-26 T1 The influence of gamification in flipped learning : a systematic review [Article] UL http://search.shamaa.org/PDF/Articles/EGJfeau/JfeauVol39No3Y2023/jfeau_2023-v39-n3_002-026_eng.pdf Full text (PDF) 1 http://search.shamaa.org/fulltext.gif