Gamyflip-pro module: teaching and learning through flipped classroom and gamification approach / Azia Sulong, Abu Bakar Ibrahim and Ashardi Abas

In recent years, the integration of Flipped Classroom and gamification in teaching and learning process became popular in order to provide flexibility in teaching and learning process. The purpose of this innovation was to introduce GamyFlip-Pro module in teaching and learning a topic Programming fo...

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Main Authors: Sulong, Azia, Ibrahim, Abu Bakar, Abas, Ashardi
Format: Conference or Workshop Item
Language:English
Published: 2020
Subjects:
Online Access:https://ir.uitm.edu.my/id/eprint/68563/2/68563.pdf
https://ir.uitm.edu.my/id/eprint/68563/
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spelling my.uitm.ir.685632022-11-17T08:07:24Z https://ir.uitm.edu.my/id/eprint/68563/ Gamyflip-pro module: teaching and learning through flipped classroom and gamification approach / Azia Sulong, Abu Bakar Ibrahim and Ashardi Abas Sulong, Azia Ibrahim, Abu Bakar Abas, Ashardi L Education (General) Technology. Educational technology Teaching aids and devices In recent years, the integration of Flipped Classroom and gamification in teaching and learning process became popular in order to provide flexibility in teaching and learning process. The purpose of this innovation was to introduce GamyFlip-Pro module in teaching and learning a topic Programming for preuniversity students. This module consists of two separate manuals; teacher manual and student manual. The objective of development GamyFlip-Pro module are to increase motivation and student engagement in learning programming (Problem solving), provide step by step guideline for teachers and student to implement teaching and learning using gamified flipped classroom approach and produce teaching and learning environment that interactive and educate “Fun Learning” to the teachers and students. This module was developed based on Sidek and Jamaludin’s Model, Flipped Classroom Approach, and The Five Steps of Applying Gamification in Education by Huang and Soman. Since the development of module draft complete, five subject matter experts will review the module draft. Then, module modification was done based on suggestion and recommendations by subject matter experts. This module tested to 30 students and the finding shows that GamyFlip-Pro module has a good impact to the student achievement (83.72%), motivation (4.67) and level of engagement (4.65). This finding reinforces the use of flipped classroom and gamification approach in the design of teaching and learning modules and establish the pedagogy of flipped learning and gamification in teaching programming. 2020 Conference or Workshop Item PeerReviewed text en https://ir.uitm.edu.my/id/eprint/68563/2/68563.pdf Gamyflip-pro module: teaching and learning through flipped classroom and gamification approach / Azia Sulong, Abu Bakar Ibrahim and Ashardi Abas. (2020) In: UNSPECIFIED.
institution Universiti Teknologi Mara
building Tun Abdul Razak Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Mara
content_source UiTM Institutional Repository
url_provider http://ir.uitm.edu.my/
language English
topic L Education (General)
Technology. Educational technology
Teaching aids and devices
spellingShingle L Education (General)
Technology. Educational technology
Teaching aids and devices
Sulong, Azia
Ibrahim, Abu Bakar
Abas, Ashardi
Gamyflip-pro module: teaching and learning through flipped classroom and gamification approach / Azia Sulong, Abu Bakar Ibrahim and Ashardi Abas
description In recent years, the integration of Flipped Classroom and gamification in teaching and learning process became popular in order to provide flexibility in teaching and learning process. The purpose of this innovation was to introduce GamyFlip-Pro module in teaching and learning a topic Programming for preuniversity students. This module consists of two separate manuals; teacher manual and student manual. The objective of development GamyFlip-Pro module are to increase motivation and student engagement in learning programming (Problem solving), provide step by step guideline for teachers and student to implement teaching and learning using gamified flipped classroom approach and produce teaching and learning environment that interactive and educate “Fun Learning” to the teachers and students. This module was developed based on Sidek and Jamaludin’s Model, Flipped Classroom Approach, and The Five Steps of Applying Gamification in Education by Huang and Soman. Since the development of module draft complete, five subject matter experts will review the module draft. Then, module modification was done based on suggestion and recommendations by subject matter experts. This module tested to 30 students and the finding shows that GamyFlip-Pro module has a good impact to the student achievement (83.72%), motivation (4.67) and level of engagement (4.65). This finding reinforces the use of flipped classroom and gamification approach in the design of teaching and learning modules and establish the pedagogy of flipped learning and gamification in teaching programming.
format Conference or Workshop Item
author Sulong, Azia
Ibrahim, Abu Bakar
Abas, Ashardi
author_facet Sulong, Azia
Ibrahim, Abu Bakar
Abas, Ashardi
author_sort Sulong, Azia
title Gamyflip-pro module: teaching and learning through flipped classroom and gamification approach / Azia Sulong, Abu Bakar Ibrahim and Ashardi Abas
title_short Gamyflip-pro module: teaching and learning through flipped classroom and gamification approach / Azia Sulong, Abu Bakar Ibrahim and Ashardi Abas
title_full Gamyflip-pro module: teaching and learning through flipped classroom and gamification approach / Azia Sulong, Abu Bakar Ibrahim and Ashardi Abas
title_fullStr Gamyflip-pro module: teaching and learning through flipped classroom and gamification approach / Azia Sulong, Abu Bakar Ibrahim and Ashardi Abas
title_full_unstemmed Gamyflip-pro module: teaching and learning through flipped classroom and gamification approach / Azia Sulong, Abu Bakar Ibrahim and Ashardi Abas
title_sort gamyflip-pro module: teaching and learning through flipped classroom and gamification approach / azia sulong, abu bakar ibrahim and ashardi abas
publishDate 2020
url https://ir.uitm.edu.my/id/eprint/68563/2/68563.pdf
https://ir.uitm.edu.my/id/eprint/68563/
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score 13.211869