{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,8,17]],"date-time":"2026-08-17T15:35:16Z","timestamp":1786980916062,"version":"build-2736575974"},"reference-count":101,"publisher":"Springer Science and Business Media LLC","issue":"3","license":[{"start":{"date-parts":[[2021,1,6]],"date-time":"2021-01-06T00:00:00Z","timestamp":1609891200000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.springernature.com\/gp\/researchers\/text-and-data-mining"},{"start":{"date-parts":[[2021,1,6]],"date-time":"2021-01-06T00:00:00Z","timestamp":1609891200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.springernature.com\/gp\/researchers\/text-and-data-mining"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":["Educ Inf Technol"],"published-print":{"date-parts":[[2021,5]]},"DOI":"10.1007\/s10639-020-10394-y","type":"journal-article","created":{"date-parts":[[2021,1,6]],"date-time":"2021-01-06T13:06:22Z","timestamp":1609938382000},"page":"3327-3346","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":112,"title":["A systematic review of the use of gamification in flipped learning"],"prefix":"10.1007","volume":"26","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-2189-7294","authenticated-orcid":false,"given":"Murat","family":"Ekici","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"297","published-online":{"date-parts":[[2021,1,6]]},"reference":[{"key":"10394_CR1","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1080\/07294360.2014.934336","volume":"34","author":"L Abeysekera","year":"2015","unstructured":"Abeysekera, L., & Dawson, P. (2015). Motivation and cognitive load in the flipped classroom: Definition, rationale and a call for research. Higher Education Research and Development, 34, 1\u201314.","journal-title":"Higher Education Research and Development"},{"key":"10394_CR2","doi-asserted-by":"publisher","first-page":"176","DOI":"10.1007\/978-3-319-39583-8_17","volume-title":"International conference on intelligent tutoring systems","author":"FR Andrade","year":"2016","unstructured":"Andrade, F. R., Mizoguchi, R., & Isotani, S. (2016, June). The bright and dark sides of gamification. In International conference on intelligent tutoring systems (pp. 176\u2013186). Cham: Springer."},{"issue":"7","key":"10394_CR3","doi-asserted-by":"publisher","first-page":"997","DOI":"10.1002\/ca.23249","volume":"31","author":"ET Ang","year":"2018","unstructured":"*Ang, E. T., Chan, J. M., Gopal, V., & Li Shia, N. (2018). Gamifying anatomy education. Clinical Anatomy, 31(7), 997\u20131005.","journal-title":"Clinical Anatomy"},{"issue":"32","key":"10394_CR4","first-page":"1","volume":"6","author":"A Antonaci","year":"2019","unstructured":"Antonaci, A., Klemke, R., & Specht, M. (2019). The effects of gamification in online learning environments: A systematic literature review. Informatics, 6(32), 1\u201322.","journal-title":"Informatics"},{"key":"10394_CR5","doi-asserted-by":"publisher","first-page":"129","DOI":"10.1007\/s11135-017-0597-1","volume":"52","author":"G A\u015f\u0131ksoy","year":"2018","unstructured":"*A\u015f\u0131ksoy, G. (2018). The effects of the gamified flipped classroom environment (GFCE) on students\u2019 motivation, learning achievements and perception in a physics course. Quality and Quantity, 52, 129\u2013145.","journal-title":"Quality and Quantity"},{"key":"10394_CR6","doi-asserted-by":"publisher","first-page":"9","DOI":"10.1155\/2015\/589180","volume":"2015","author":"MA Azmi","year":"2015","unstructured":"Azmi, M. A., & Singh, D. (2015). Schoolcube: Gamification for learning management system through microsoft sharepoint. International Journal of Computer Games Technology, 2015, 9.","journal-title":"International Journal of Computer Games Technology"},{"issue":"2","key":"10394_CR7","first-page":"31","volume":"62","author":"T Barlow","year":"2016","unstructured":"*Barlow, T., & Fleming, B. (2016). A science classroom that's more than a game. Teaching science: The Journal of the Australian Science Teachers Association, 62(2), 31\u201337.","journal-title":"Teaching science: The Journal of the Australian Science Teachers Association"},{"key":"10394_CR8","doi-asserted-by":"publisher","first-page":"3","DOI":"10.1007\/978-3-319-41855-1_1","volume-title":"The flipped college classroom","author":"JE Bates","year":"2017","unstructured":"Bates, J. E., Almekdash, H., & Gilchrest-Dunnam, M. J. (2017). The flipped classroom: A brief, brief history. In L. S. Green, J. R. Banas, & R. A. Perkins (Eds.), The flipped college classroom (pp. 3\u201310). Cham: Springer."},{"key":"10394_CR9","volume-title":"Flip your classroom: Reach every student in every class every day","author":"J Bergmann","year":"2012","unstructured":"Bergmann, J., & Sams, A. (2012). Flip your classroom: Reach every student in every class every day. Eugene: International Society for Technology in Education."},{"key":"10394_CR10","unstructured":"Bishop, J. L., & Verleger, M. A. (2013, June). The flipped classroom: A survey of the research. In ASEE national conference proceedings, Atlanta, GA (Vol. 30, No. 9, pp. 1-18)."},{"key":"10394_CR11","doi-asserted-by":"publisher","first-page":"69","DOI":"10.1016\/j.compedu.2017.07.014","volume":"115","author":"I Blau","year":"2017","unstructured":"Blau, I., & Shamir-Inbal, T. (2017). Re-designed flipped learning model in an academic course: The role of co-creation and co-regulation. Computers & Education, 115, 69\u201381.","journal-title":"Computers & Education"},{"issue":"3","key":"10394_CR12","doi-asserted-by":"publisher","first-page":"15","DOI":"10.4018\/IJGBL.2018070102","volume":"8","author":"A Bozkurt","year":"2018","unstructured":"Bozkurt, A., & Durak, G. (2018). A systematic review of gamification research: In pursuit of homo ludens. International Journal of Game-Based Learning (IJGBL), 8(3), 15\u201333.","journal-title":"International Journal of Game-Based Learning (IJGBL)"},{"issue":"1","key":"10394_CR13","doi-asserted-by":"publisher","first-page":"11","DOI":"10.1177\/1469787417693487","volume":"18","author":"AS Burke","year":"2017","unstructured":"Burke, A. S., & Fedorek, B. (2017). Does flipping promote engagement?: A comparison of a traditional, online, and flipped class. Active Learning in Higher Education, 18(1), 11\u201324.","journal-title":"Active Learning in Higher Education"},{"issue":"2","key":"10394_CR14","first-page":"215","volume":"19","author":"GC Challco","year":"2016","unstructured":"Challco, G. C., Andrade, F. R. H., Borges, S. S., Bittencourt, I. I., & Isotani, S. (2016). Toward a unified modeling of learner\u2019s growth process and flow theory. Educational Technology & Society, 19(2), 215\u2013227.","journal-title":"Educational Technology & Society"},{"issue":"4","key":"10394_CR15","doi-asserted-by":"publisher","first-page":"1996","DOI":"10.1111\/bjet.12690","volume":"50","author":"PY Chen","year":"2019","unstructured":"*Chen, P. Y., & Hwang, G. J. (2019). An IRS-facilitated collective issue-quest approach to enhancing students\u2019 learning achievement, self-regulation and collective efficacy in flipped classrooms. British Journal of Educational Technology, 50(4), 1996\u20132013.","journal-title":"British Journal of Educational Technology"},{"issue":"3","key":"10394_CR16","first-page":"233","volume":"25","author":"C Cheong","year":"2014","unstructured":"Cheong, C., Filippou, J., & Cheong, F. (2014). Towards the gamification of learning: Investigating student perceptions of game elements. Journal of Information Systems Education, 25(3), 233.","journal-title":"Journal of Information Systems Education"},{"key":"10394_CR17","doi-asserted-by":"publisher","first-page":"66","DOI":"10.1016\/j.compedu.2014.05.005","volume":"78","author":"KR Christy","year":"2014","unstructured":"Christy, K. R., & Fox, J. (2014). Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance. Computers & Education, 78, 66\u201377.","journal-title":"Computers & Education"},{"issue":"1","key":"10394_CR18","doi-asserted-by":"publisher","first-page":"56","DOI":"10.1111\/bjet.12530","volume":"49","author":"HH Chuang","year":"2018","unstructured":"Chuang, H. H., Weng, C. Y., & Chen, C. H. (2018). Which students benefit most from a flipped classroom approach to language learning? British Journal of Educational Technology, 49(1), 56\u201368.","journal-title":"British Journal of Educational Technology"},{"issue":"4","key":"10394_CR19","doi-asserted-by":"publisher","first-page":"445","DOI":"10.3102\/00346543053004445","volume":"53","author":"RE Clark","year":"1983","unstructured":"Clark, R. E. (1983). Reconsidering research on learning from media. Review of Educational Research, 53(4), 445\u2013459.","journal-title":"Review of Educational Research"},{"key":"10394_CR20","doi-asserted-by":"publisher","first-page":"151","DOI":"10.1007\/978-981-287-612-6_8","volume-title":"The impact of ICT on work","author":"S Conger","year":"2016","unstructured":"Conger, S. (2016). Gamifcation of service desk work. In J. Lee (Ed.), The impact of ICT on work (pp. 151\u2013173). Singapore: Springer Singapore."},{"key":"10394_CR21","volume-title":"Flow: The psychology of optimal experience","author":"M Csikszentmihalyi","year":"1990","unstructured":"Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper & Row."},{"key":"10394_CR22","volume-title":"Learning technologies and globalization: Pedagogical frameworks and applications","author":"N Dabbagh","year":"2015","unstructured":"Dabbagh, N., Benson, A. D., Denham, A., Joseph, R., Al-Freih, M., Zgheib, G., Fake, H., & Guo, Z. (2015). Learning technologies and globalization: Pedagogical frameworks and applications. New York: Springer."},{"issue":"2","key":"10394_CR23","doi-asserted-by":"publisher","first-page":"1","DOI":"10.4018\/ijgbl.2013040101","volume":"3","author":"P de Byl","year":"2013","unstructured":"de Byl, P. (2013). Factors at play in tertiary curriculum gamification. International Journal of Game-Based Learning, 3(2), 1\u201321.","journal-title":"International Journal of Game-Based Learning"},{"issue":"2001","key":"10394_CR24","doi-asserted-by":"publisher","first-page":"1","DOI":"10.3102\/00346543071001001","volume":"71","author":"EL Deci","year":"2001","unstructured":"Deci, E. L., Koestner, R., & Ryan, R. M. (2001). Extrinsic rewards and intrinsic motivation in education: Reconsidered once again. Review of Educational Research, 71(2001), 1\u201327.","journal-title":"Review of Educational Research"},{"issue":"1","key":"10394_CR25","doi-asserted-by":"publisher","first-page":"141","DOI":"10.1007\/s10648-015-9356-9","volume":"29","author":"SJ DeLozier","year":"2017","unstructured":"DeLozier, S. J., & Rhodes, M. G. (2017). Flipped classrooms: A review of key ideas and recommendations for practice. Educational Psychology Review, 29(1), 141\u2013151.","journal-title":"Educational Psychology Review"},{"key":"10394_CR26","doi-asserted-by":"publisher","first-page":"82","DOI":"10.1016\/j.compedu.2014.01.012","volume":"75","author":"L De-Marcos","year":"2014","unstructured":"De-Marcos, L., Dom\u00ednguez, A., Saenz-de-Navarrete, J., & Pag\u00e9s, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82\u201391.","journal-title":"Computers & Education"},{"key":"10394_CR27","doi-asserted-by":"crossref","unstructured":"Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. Using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428). ACM.","DOI":"10.1145\/1979742.1979575"},{"key":"10394_CR28","doi-asserted-by":"publisher","first-page":"9","DOI":"10.1186\/s41239-017-0042-5","volume":"14","author":"C Dichev","year":"2017","unstructured":"Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14, 9.","journal-title":"International Journal of Educational Technology in Higher Education"},{"key":"10394_CR29","doi-asserted-by":"publisher","first-page":"213","DOI":"10.1016\/j.compedu.2018.02.007","volume":"120","author":"L Ding","year":"2018","unstructured":"Ding, L., Er, E., & Orey, M. (2018). An exploratory study of student engagement in gamified online discussions. Computers & Education, 120, 213\u2013226.","journal-title":"Computers & Education"},{"key":"10394_CR30","unstructured":"EDUCASE. (2011). Things you should know about Gamification. Washington, DC: EDUCAUSE Learning Initiative Retrieved from https:\/\/library.educause.edu\/-\/media\/files\/library\/2011\/8\/eli7075-pdf.pdf. Accessed 1 Aug 2020."},{"key":"10394_CR31","unstructured":"EDUCAUSE. (2012). Things you should know about flipped classrooms. Washington, DC: EDUCAUSE Learning Initiative Retrieved from https:\/\/library.educause.edu\/-\/media\/files\/library\/2012\/2\/eli7081-pdf.pdf. Accessed 1 Aug 2020."},{"key":"10394_CR32","doi-asserted-by":"publisher","first-page":"41","DOI":"10.1016\/j.nedt.2017.06.003","volume":"56","author":"MM El-Banna","year":"2017","unstructured":"El-Banna, M. M., Whitlow, M., & Mcnelis, A. M. (2017). Flipping around the classroom: Accelerated bachelor of science in nursing students satisfaction and achievement. Nurse Education Today, 56, 41\u201346.","journal-title":"Nurse Education Today"},{"issue":"1","key":"10394_CR33","doi-asserted-by":"publisher","first-page":"49","DOI":"10.1002\/cae.22056","volume":"27","author":"R Estriegana","year":"2019","unstructured":"*Estriegana, R., Medina-Merodio, J. A., & Barchino, R. (2019). Analysis of competence acquisition in a flipped classroom approach. Computer Applications in Engineering Education, 27(1), 49\u201364.","journal-title":"Computer Applications in Engineering Education"},{"key":"10394_CR34","unstructured":"Flipped Learning Network. (2014). What is flipped learning? Retrieved from https:\/\/flippedlearning.org\/wp-content\/uploads\/2016\/07\/FLIP_handout_FNL_Web.pdf. Accessed 1 Aug 2020."},{"issue":"4","key":"10394_CR35","doi-asserted-by":"publisher","first-page":"045702","DOI":"10.1088\/1361-6404\/ab215e","volume":"40","author":"F Forndran","year":"2019","unstructured":"*Forndran, F., & Zacharias, C. R. (2019). Gamified experimental physics classes: A promising active learning methodology for higher education. European Journal of Physics, 40(4), 045702.","journal-title":"European Journal of Physics"},{"key":"10394_CR36","doi-asserted-by":"publisher","first-page":"471","DOI":"10.1177\/1440783313504059","volume":"49","author":"M Forsey","year":"2013","unstructured":"Forsey, M., Low, M., & Glance, D. (2013). Flipping the sociology classroom: Towards a practice of online pedagogy. Journal of Sociology, 49, 471\u2013485.","journal-title":"Journal of Sociology"},{"key":"10394_CR37","first-page":"119","volume":"71","author":"TJ Francl","year":"2014","unstructured":"Francl, T. J. (2014). Is flipped learning appropriate. Journal of Research in Innovative Teaching, 71, 119\u2013128.","journal-title":"Journal of Research in Innovative Teaching"},{"issue":"8","key":"10394_CR38","first-page":"12","volume":"39","author":"K Fulton","year":"2012","unstructured":"Fulton, K. (2012). Upside down and inside out: Flip your classroom to improve student learning. Learning & Leading with Technology, 39(8), 12\u201317.","journal-title":"Learning & Leading with Technology"},{"key":"10394_CR39","unstructured":"Glover, I. (2013). Play as you learn: Gamification as a technique for motivating learners. In EdMedia+ Innovate Learning (pp. 1999-2008). Association for the Advancement of Computing in Education (AACE)."},{"issue":"4","key":"10394_CR40","doi-asserted-by":"publisher","first-page":"299","DOI":"10.3390\/educsci9040299","volume":"9","author":"CJ G\u00f3mez-Carrasco","year":"2019","unstructured":"*G\u00f3mez-Carrasco, C. J., Monteagudo-Fern\u00e1ndez, J., Moreno-Vera, J. R., & Sainz-G\u00f3mez, M. (2019). Effects of a Gamification and flipped-classroom program for teachers in training on motivation and learning perception. Education Sciences, 9(4), 299.","journal-title":"Education Sciences"},{"key":"10394_CR41","volume-title":"An introduction to systematic reviews","year":"2011","unstructured":"Gough, D., Oliver, S., & Thomas, J. (Eds.). (2011). An introduction to systematic reviews. New York: Sage."},{"issue":"1","key":"10394_CR42","first-page":"1","volume":"23","author":"E Gundlach","year":"2015","unstructured":"Gundlach, E., Richards, K. A. R., Nelson, D., & Levesque-Bristol, C. (2015). A comparison of student attitudes, statistical reasoning, performance, and perceptions for web-augmented traditional, fully online, and flipped sections of a statistical literacy class. Journal of Statistics Education, 23(1), 1\u201333.","journal-title":"Journal of Statistics Education"},{"issue":"2","key":"10394_CR43","doi-asserted-by":"publisher","first-page":"181","DOI":"10.1002\/jrsm.1378","volume":"11","author":"M Gusenbauer","year":"2020","unstructured":"Gusenbauer, M., & Haddaway, N. R. (2020). Which academic search systems are suitable for systematic reviews or meta-analyses? Evaluating retrieval qualities of Google scholar, PubMed, and 26 other resources. Research Synthesis Methods, 11(2), 181\u2013217.","journal-title":"Research Synthesis Methods"},{"key":"10394_CR44","doi-asserted-by":"crossref","unstructured":"Haaranen, L., Ihantola, P., Hakulinen, L., & Korhonen, A. (2014). How (not) to introduce badges to online exercises. In Proceedings of the 45th ACM technical symposium on Computer science education (pp. 33-38).","DOI":"10.1145\/2538862.2538921"},{"key":"10394_CR45","doi-asserted-by":"crossref","unstructured":"Hakulinen, L., Auvinen, T., & Korhonen, A. (2015). The effect of achievement badges on Students\u2019 behavior: An empirical study in a university-level computer science course. International Journal of Emerging Technologies in Learning, 10(1), 18\u201329.","DOI":"10.3991\/ijet.v10i1.4221"},{"key":"10394_CR46","doi-asserted-by":"crossref","unstructured":"Hamari, J., Koivisto, J. & Sarsa, H. (2014): Does Gamifcation work? \u2013 A literature review of empirical studies on gamifcation. In: Proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6\u20139, 2014, pp. 3025\u20133034.","DOI":"10.1109\/HICSS.2014.377"},{"key":"10394_CR47","doi-asserted-by":"publisher","first-page":"152","DOI":"10.1016\/j.compedu.2014.08.019","volume":"80","author":"MD Hanus","year":"2015","unstructured":"Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152\u2013161.","journal-title":"Computers & Education"},{"key":"10394_CR48","doi-asserted-by":"publisher","first-page":"82","DOI":"10.1016\/j.chb.2016.01.032","volume":"59","author":"Y Hao","year":"2016","unstructured":"Hao, Y. (2016). Exploring undergraduates' perspectives and flipped learning readiness in their flipped classrooms. Computers in Human Behavior, 59, 82\u201392.","journal-title":"Computers in Human Behavior"},{"key":"10394_CR49","doi-asserted-by":"publisher","first-page":"254","DOI":"10.1016\/j.compedu.2018.06.018","volume":"125","author":"B Huang","year":"2018","unstructured":"*Huang, B., & Hew, K. F. (2018). Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts. Computers & Education, 125, 254\u2013272.","journal-title":"Computers & Education"},{"key":"10394_CR50","unstructured":"Huang, W. H. Y., & Soman, D. (2013). Gamification of education. Research Report Series: Behavioural Economics in Action, Rotman School of Management, University of Toronto."},{"issue":"8","key":"10394_CR51","doi-asserted-by":"publisher","first-page":"1106","DOI":"10.1080\/10494820.2018.1495653","volume":"27","author":"B Huang","year":"2019","unstructured":"*Huang, B., Hew, K. F., & Lo, C. K. (2019a). Investigating the effects of gamification-enhanced flipped learning on undergraduate students\u2019 behavioral and cognitive engagement. Interactive Learning Environments, 27(8), 1106\u20131126.","journal-title":"Interactive Learning Environments"},{"issue":"3","key":"10394_CR52","doi-asserted-by":"publisher","first-page":"350","DOI":"10.1080\/01587919.2019.1632168","volume":"40","author":"B Huang","year":"2019","unstructured":"Huang, B., Hwang, G. J., Hew, K. F., & Warning, P. (2019b). Effects of gamification on students\u2019 online interactive patterns and peer-feedback. Distance Education, 40(3), 350\u2013379.","journal-title":"Distance Education"},{"issue":"8","key":"10394_CR53","doi-asserted-by":"publisher","first-page":"983","DOI":"10.1080\/10494820.2016.1240090","volume":"25","author":"HT Hung","year":"2017","unstructured":"*Hung, H. T. (2017). Clickers in the flipped classroom: Bring your own device (BYOD) to promote student learning. Interactive Learning Environments, 25(8), 983\u2013995.","journal-title":"Interactive Learning Environments"},{"issue":"3","key":"10394_CR54","doi-asserted-by":"publisher","first-page":"296","DOI":"10.1093\/elt\/ccx055","volume":"72","author":"HT Hung","year":"2018","unstructured":"*Hung, H. T. (2018). Gamifying the flipped classroom using game-based learning materials. ELT Journal, 72(3), 296\u2013308.","journal-title":"ELT Journal"},{"key":"10394_CR55","unstructured":"Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4, No. 1, p. 1722)."},{"issue":"4","key":"10394_CR56","doi-asserted-by":"publisher","first-page":"449","DOI":"10.1007\/s40692-015-0043-0","volume":"2","author":"GJ Hwang","year":"2015","unstructured":"Hwang, G. J., Lai, C. L., & Wang, S. Y. (2015). Seamless flipped learning: A mobile technology-enhanced flipped classroom with effective learning strategies. Journal of Computers in Education, 2(4), 449\u2013473.","journal-title":"Journal of Computers in Education"},{"key":"10394_CR57","doi-asserted-by":"publisher","first-page":"298","DOI":"10.1177\/0098628311421336","volume":"38","author":"SS Jensen","year":"2011","unstructured":"Jensen, S. S. (2011). In-class versus online video lectures: Similar learning outcomes, but a preference for in-class. Teaching of Psychology, 38, 298\u2013302.","journal-title":"Teaching of Psychology"},{"key":"10394_CR58","volume-title":"Doing your literature review: Traditional and systematic techniques","author":"J Jesson","year":"2011","unstructured":"Jesson, J., Matheson, L., & Lacey, F. M. (2011). Doing your literature review: Traditional and systematic techniques. New York: Sage."},{"issue":"5","key":"10394_CR59","doi-asserted-by":"publisher","first-page":"1626","DOI":"10.1002\/cae.21992","volume":"26","author":"J Jo","year":"2018","unstructured":"*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\u20131640.","journal-title":"Computer Applications in Engineering Education"},{"key":"10394_CR60","volume-title":"The gamification of learning and instruction fieldbook: Ideas into practice","author":"KM Kapp","year":"2013","unstructured":"Kapp, K. M. (2013). The gamification of learning and instruction fieldbook: Ideas into practice. San Fransisco, CA: John Wiley & Sons."},{"key":"10394_CR61","doi-asserted-by":"publisher","first-page":"37","DOI":"10.1016\/j.iheduc.2014.04.003","volume":"22","author":"MK Kim","year":"2014","unstructured":"Kim, M. K., Kim, S. M., Khera, O., & Getman, J. (2014). The experience of three flipped classrooms in an urban university: An exploration of design principles. The Internet and Higher Education, 22, 37\u201350.","journal-title":"The Internet and Higher Education"},{"key":"10394_CR62","unstructured":"Kitchenham, B. & Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering, Technical report, Ver. 2.3 EBSE."},{"issue":"3","key":"10394_CR63","first-page":"85","volume":"11","author":"SA Kocadere","year":"2015","unstructured":"Kocadere, S. A., & \u00c7a\u011flar, \u015e. (2015). The design and implementation of a gamified assessment. Journal of e-Learning and Knowledge Society, 11(3), 85\u201399.","journal-title":"Journal of e-Learning and Knowledge Society"},{"key":"10394_CR64","doi-asserted-by":"publisher","first-page":"191","DOI":"10.1016\/j.ijinfomgt.2018.10.013","volume":"45","author":"J Koivisto","year":"2019","unstructured":"Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191\u2013210.","journal-title":"International Journal of Information Management"},{"issue":"1","key":"10394_CR65","doi-asserted-by":"publisher","first-page":"11","DOI":"10.1080\/00220480009596756","volume":"31","author":"MJ Lage","year":"2000","unstructured":"Lage, M. J., & Platt, G. (2000). The internet and the inverted classroom. The Journal of Economic Education, 31(1), 11.","journal-title":"The Journal of Economic Education"},{"issue":"2","key":"10394_CR66","first-page":"146","volume":"15","author":"JJ Lee","year":"2011","unstructured":"Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146\u2013151.","journal-title":"Academic Exchange Quarterly"},{"key":"10394_CR67","doi-asserted-by":"publisher","first-page":"4","DOI":"10.1186\/s41039-016-0044-2","volume":"12","author":"CK Lo","year":"2017","unstructured":"Lo, C. K., & Hew, K. F. (2017). A critical review of flipped classroom challenges in K- 12 education: Possible solutions and recommendations for future research. Research and Practice in Technology Enhanced Learning, 12, 4.","journal-title":"Research and Practice in Technology Enhanced Learning"},{"key":"10394_CR68","doi-asserted-by":"publisher","first-page":"255","DOI":"10.1111\/jlse.12028","volume":"32","author":"TM Marcum","year":"2015","unstructured":"Marcum, T. M., & Perry, S. J. (2015). Flips and flops: A new approach to a traditional law course. Journal of Legal Studies Education, 32, 255\u2013286.","journal-title":"Journal of Legal Studies Education"},{"key":"10394_CR69","doi-asserted-by":"publisher","first-page":"236","DOI":"10.1097\/ACM.0000000000000086","volume":"89","author":"JE McLaughlin","year":"2014","unstructured":"McLaughlin, J. E., Roth, M. T., Glatt, D. M., Gharkholonarehe, N., Davidson, C. A., Griffin, L. M., & Mumper, R. J. (2014). The flipped classroom: A course redesign to foster learning and engagement in a health professions school. Academic Medicine, 89, 236\u2013243.","journal-title":"Academic Medicine"},{"issue":"3","key":"10394_CR70","first-page":"85","volume":"9","author":"NB Milman","year":"2012","unstructured":"Milman, N. B. (2012). The flipped classroom strategy: What is it and how can it best be used? Distance learning, 9(3), 85.","journal-title":"Distance learning"},{"issue":"1","key":"10394_CR71","doi-asserted-by":"publisher","first-page":"15","DOI":"10.1002\/cae.21774","volume":"25","author":"PJ Mu\u00f1oz-Merino","year":"2017","unstructured":"*Mu\u00f1oz-Merino, P. J., Ruip\u00e9rez-Valiente, J. A., Delgado Kloos, C., Auger, M. A., Briz, S., de Castro, V., & Santalla, S. N. (2017). Flipping the classroom to improve learning with MOOCs technology. Computer Applications in Engineering Education, 25(1), 15\u201325.","journal-title":"Computer Applications in Engineering Education"},{"issue":"5","key":"10394_CR72","doi-asserted-by":"publisher","first-page":"450","DOI":"10.1016\/j.chb.2016.11.062","volume":"1","author":"LE Nacke","year":"2017","unstructured":"Nacke, L. E., & Deterding, S. (2017). The maturing of gamification research. Computers in Human Behavior, 1(5), 450\u2013454.","journal-title":"Computers in Human Behavior"},{"issue":"1","key":"10394_CR73","doi-asserted-by":"publisher","first-page":"109","DOI":"10.3991\/ijet.v13i01.7634","volume":"13","author":"H \u00d6zer","year":"2018","unstructured":"*\u00d6zer, H., Kanbul, S., & Ozdamli, F. (2018). Effects of the gamification supported flipped classroom model on the attitudes and opinions regarding game-coding education. International Journal of Emerging Technologies in Learning (iJET), 13(1), 109\u2013123.","journal-title":"International Journal of Emerging Technologies in Learning (iJET)"},{"key":"10394_CR74","volume-title":"Digital game-based learning","author":"M Prensky","year":"2001","unstructured":"Prensky, M. (2001). Digital game-based learning. New York: McGraw Hill."},{"issue":"3","key":"10394_CR75","doi-asserted-by":"publisher","first-page":"223","DOI":"10.1002\/j.2168-9830.2004.tb00809.x","volume":"93","author":"M Prince","year":"2004","unstructured":"Prince, M. (2004). Does active learning work? A review of the research. Journal of Engineering Education, 93(3), 223\u2013231.","journal-title":"Journal of Engineering Education"},{"key":"10394_CR76","doi-asserted-by":"crossref","first-page":"629","DOI":"10.7551\/mitpress\/9788.003.0044","volume-title":"The gameful world: Approaches, issues, applications","author":"D Ramirez","year":"2015","unstructured":"Ramirez, D., & Squire, K. (2015). Gamification and learning. In S. P. Walz & S. Deterding (Eds.), The gameful world: Approaches, issues, applications (pp. 629\u2013652). Cambridge: MIT Press."},{"issue":"2","key":"10394_CR77","doi-asserted-by":"publisher","first-page":"44","DOI":"10.14307\/JFCS105.2.12","volume":"105","author":"A Roehl","year":"2013","unstructured":"Roehl, A., Reddy, S. L., & Shannon, G. J. (2013). The flipped classroom: An opportunity to engage millennial students through active learning strategies. Journal of Family & Consumer Sciences, 105(2), 44\u201349.","journal-title":"Journal of Family & Consumer Sciences"},{"issue":"1","key":"10394_CR78","doi-asserted-by":"publisher","first-page":"68","DOI":"10.1037\/0003-066X.55.1.68","volume":"55","author":"RM Ryan","year":"2000","unstructured":"Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68\u201378.","journal-title":"American Psychologist"},{"key":"10394_CR79","doi-asserted-by":"publisher","first-page":"371","DOI":"10.1016\/j.chb.2016.12.033","volume":"69","author":"M Sailer","year":"2017","unstructured":"Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371\u2013380.","journal-title":"Computers in Human Behavior"},{"issue":"4","key":"10394_CR80","first-page":"33","volume":"13","author":"B Saulnier","year":"2015","unstructured":"Saulnier, B. (2015). The flipped classroom in systems analysis & design: Leveraging technology to increase student engagement. Information Systems Education Journal, 13(4), 33.","journal-title":"Information Systems Education Journal"},{"issue":"9","key":"10394_CR81","doi-asserted-by":"publisher","first-page":"1334","DOI":"10.1021\/ed400868x","volume":"91","author":"D Schultz","year":"2014","unstructured":"Schultz, D., Duffield, S., Rasmussen, S. C., & Wageman, J. (2014). Effects of the flipped classroom model on student performance for advanced placement high school chemistry students. Journal of Chemical Education, 91(9), 1334\u20131339.","journal-title":"Journal of Chemical Education"},{"key":"10394_CR82","doi-asserted-by":"publisher","first-page":"514","DOI":"10.1016\/j.chb.2016.02.056","volume":"60","author":"B Sohrabi","year":"2016","unstructured":"Sohrabi, B., & Iraj, H. (2016). Implementing flipped classroom using digital media: A comparison of two demographically different groups perceptions. Computers in Human Behavior, 60, 514\u2013524.","journal-title":"Computers in Human Behavior"},{"key":"10394_CR83","unstructured":"Stone, B. B. (2012). Flip your classroom to increase active learning and student engagement. In Proceedings from 28th Annual Conference on Distance Teaching & Learning, Madison, Wisconsin, USA."},{"issue":"2","key":"10394_CR84","doi-asserted-by":"publisher","first-page":"171","DOI":"10.1007\/s10984-012-9108-4","volume":"15","author":"JF Strayer","year":"2012","unstructured":"Strayer, J. F. (2012). How learning in an inverted classroom influences cooperation, innovation and task orientation. Learning Environments Research, 15(2), 171\u2013193.","journal-title":"Learning Environments Research"},{"issue":"6","key":"10394_CR85","first-page":"2453","volume":"14","author":"CY Su","year":"2018","unstructured":"Su, C. Y., & Chen, C. H. (2018). Investigating the effects of flipped learning, student question generation, and instant response technologies on students\u2019 learning motivation, attitudes, and engagement: A structural equation modeling. EURASIA Journal of Mathematics, Science and Technology Education, 14(6), 2453\u20132466.","journal-title":"EURASIA Journal of Mathematics, Science and Technology Education"},{"key":"10394_CR86","doi-asserted-by":"crossref","unstructured":"Toda, A. M., Valle, P. H., & Isotani, S. (2017). The dark side of gamification: An overview of negative effects of gamification in education. In Researcher Links Workshop: Higher Education for All (pp. 143-156). Springer, Cham.","DOI":"10.1007\/978-3-319-97934-2_9"},{"key":"10394_CR87","doi-asserted-by":"crossref","unstructured":"*Toriz, E. (2019). Learning based on flipped classroom with just-in-time teaching, Unity3D, gamification and educational spaces. International Journal on Interactive Design and Manufacturing (IJIDeM), 1-15.","DOI":"10.1007\/s12008-019-00560-z"},{"key":"10394_CR88","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1016\/j.compedu.2018.01.009","volume":"121","author":"CHH Tsay","year":"2018","unstructured":"*Tsay, C. H. H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with technology-mediated gamification: An empirical study. Computers & Education, 121, 1\u201317.","journal-title":"Computers & Education"},{"issue":"2","key":"10394_CR89","doi-asserted-by":"publisher","first-page":"128","DOI":"10.1111\/jcal.12385","volume":"36","author":"CHH Tsay","year":"2019","unstructured":"*Tsay, C. H. H., Kofinas, A. K., Trivedi, S. K., & Yang, Y. (2019). Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance. Journal of Computer Assisted Learning, 36(2), 128\u2013146.","journal-title":"Journal of Computer Assisted Learning"},{"issue":"1","key":"10394_CR90","doi-asserted-by":"publisher","first-page":"385","DOI":"10.1111\/bjet.12569","volume":"50","author":"WS Tse","year":"2017","unstructured":"Tse, W. S., Choi, L. Y. A., & Tang, W. S. (2017). Effects of video-based flipped class instruction on subject reading motivation. British Journal of Educational Technology, 50(1), 385\u2013398.","journal-title":"British Journal of Educational Technology"},{"key":"10394_CR91","first-page":"133","volume":"13","author":"Z Turan","year":"2018","unstructured":"*Turan, Z., & G\u00f6kta\u015f, Y. (2018). Innovative redesign of teacher education ICT courses: How flipped classrooms impact motivation? Journal of Education and Future, 13, 133\u2013144.","journal-title":"Journal of Education and Future"},{"key":"10394_CR92","doi-asserted-by":"publisher","first-page":"217","DOI":"10.1016\/j.compedu.2014.11.004","volume":"82","author":"AI Wang","year":"2015","unstructured":"Wang, A. I. (2015). The wear out effect of a game-based student response system. Computers & Education, 82, 217\u2013227.","journal-title":"Computers & Education"},{"key":"10394_CR93","doi-asserted-by":"crossref","unstructured":"Werbach, K. (2014). (Re) defining gamification: A process approach. In International conference on persuasive technology (pp. 266-272). Springer, Cham.","DOI":"10.1007\/978-3-319-07127-5_23"},{"key":"10394_CR94","doi-asserted-by":"crossref","unstructured":"Yang, C. C. R. (2017). An investigation of the use of the 'flipped classroom' pedagogy in secondary English language classrooms. Journal of Information Technology Education: Innovations in Practice, 16(1).","DOI":"10.28945\/3635"},{"key":"10394_CR95","doi-asserted-by":"publisher","first-page":"86","DOI":"10.1016\/j.iheduc.2017.02.002","volume":"33","author":"I Yildirim","year":"2017","unstructured":"*Yildirim, I. (2017). The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons. The Internet and Higher Education, 33, 86\u201392.","journal-title":"The Internet and Higher Education"},{"key":"10394_CR96","doi-asserted-by":"publisher","first-page":"251","DOI":"10.1016\/j.chb.2016.12.085","volume":"70","author":"R Yilmaz","year":"2017","unstructured":"Yilmaz, R. (2017). Exploring the role of e-learning readiness on student satisfaction and motivation in flipped classroom. Computers in Human Behavior, 70, 251\u2013260.","journal-title":"Computers in Human Behavior"},{"key":"10394_CR97","doi-asserted-by":"publisher","first-page":"75","DOI":"10.1016\/j.compedu.2018.07.003","volume":"126","author":"Z Zainuddin","year":"2018","unstructured":"*Zainuddin, Z. (2018). Students' learning performance and perceived motivation in gamified flipped-class instruction. Computers & Education, 126, 75\u201388.","journal-title":"Computers & Education"},{"issue":"11","key":"10394_CR98","doi-asserted-by":"publisher","first-page":"789","DOI":"10.1108\/ILS-07-2019-0067","volume":"120","author":"Z Zainuddin","year":"2019","unstructured":"*Zainuddin, Z., Shujahat, M., Chu, S. K., Haruna, H., & Farida, R. (2019). The effects of gamified flipped instruction on learner performance and need satisfaction. Information and Learning Sciences, 120(11), 789\u2013802.","journal-title":"Information and Learning Sciences"},{"issue":"4","key":"10394_CR99","doi-asserted-by":"publisher","first-page":"297","DOI":"10.3390\/educsci9040297","volume":"9","author":"F Zamora-Polo","year":"2019","unstructured":"*Zamora-Polo, F., Corrales-Serrano, M., S\u00e1nchez-Mart\u00edn, J., & Espejo-Ant\u00fanez, L. (2019). Nonscientific University students training in general science using an active-learning merged pedagogy: Gamification in a flipped classroom. Education Sciences, 9(4), 297.","journal-title":"Education Sciences"},{"key":"10394_CR100","doi-asserted-by":"crossref","unstructured":"Zappe, S., Leicht, R., Messner, J., Litzinger, T., & Lee, H. W. (2009). Flipping the classroom to explore active learning in a large undergraduate course. ASEE Annual Conference and Exposition, Conference Proceedings.","DOI":"10.18260\/1-2--4545"},{"key":"10394_CR101","volume-title":"Gamification by design: Implementing game mechanics in web and Mobile apps","author":"G Zichermann","year":"2011","unstructured":"Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and Mobile apps. Sebastopol: O\u2019Reilly Media Inc.."}],"container-title":["Education and Information Technologies"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/link.springer.com\/content\/pdf\/10.1007\/s10639-020-10394-y.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/link.springer.com\/article\/10.1007\/s10639-020-10394-y\/fulltext.html","content-type":"text\/html","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/link.springer.com\/content\/pdf\/10.1007\/s10639-020-10394-y.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2023,10,16]],"date-time":"2023-10-16T22:29:23Z","timestamp":1697495363000},"score":1,"resource":{"primary":{"URL":"https:\/\/link.springer.com\/10.1007\/s10639-020-10394-y"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2021,1,6]]},"references-count":101,"journal-issue":{"issue":"3","published-print":{"date-parts":[[2021,5]]}},"alternative-id":["10394"],"URL":"https:\/\/doi.org\/10.1007\/s10639-020-10394-y","relation":{},"ISSN":["1360-2357","1573-7608"],"issn-type":[{"value":"1360-2357","type":"print"},{"value":"1573-7608","type":"electronic"}],"subject":[],"published":{"date-parts":[[2021,1,6]]},"assertion":[{"value":"5 April 2020","order":1,"name":"received","label":"Received","group":{"name":"ArticleHistory","label":"Article History"}},{"value":"23 November 2020","order":2,"name":"accepted","label":"Accepted","group":{"name":"ArticleHistory","label":"Article History"}},{"value":"6 January 2021","order":3,"name":"first_online","label":"First Online","group":{"name":"ArticleHistory","label":"Article History"}}]}}