The Effect of Gamification in Flipped Classroom on the Critical Thinking of Female Child Trainer Students in Yazd Technical and Vocational College

Purpose: The purpose of this study was to investigate the effect of gamification in a flipped classroom on the critical thinking of child trainer students in the female Technical and Vocational College in the city of Yazd during the COVID-19 pandemic.Methods: The study utilized a quasi-experimental...

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Main Authors: Motahareh eslami, Yousef Mahdavinasab, Zohreh khoshneshin, Asiyeh Modarressi Saryazdi
Format: Article
Language:fas
Published: University of Sistan and Baluchestan 2023-11-01
Series:مطالعات روانشناسی تربیتی
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Online Access:https://jeps.usb.ac.ir/article_8069_6d50dd8e325cd141d072c2583b43643e.pdf
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author Motahareh eslami
Yousef Mahdavinasab
Zohreh khoshneshin
Asiyeh Modarressi Saryazdi
author_facet Motahareh eslami
Yousef Mahdavinasab
Zohreh khoshneshin
Asiyeh Modarressi Saryazdi
author_sort Motahareh eslami
collection DOAJ
description Purpose: The purpose of this study was to investigate the effect of gamification in a flipped classroom on the critical thinking of child trainer students in the female Technical and Vocational College in the city of Yazd during the COVID-19 pandemic.Methods: The study utilized a quasi-experimental design with a pre-test and post-test control group. The statistical population consisted of 150 students in the field of child trainer at Yazd Girls' Technical and Vocational College, with a sample size of 56 students selected randomly from two classes. Prior to the intervention, a pre-test was administered to both groups, and the experimental group was taught using a gamified flipped classroom method while the control group was taught using a traditional flipped classroom method. A post-test was administered to both groups after the intervention. The Ricketts' critical thinking questionnaire was used to collect data, and analysis of covariance was used to analyze the data. Findings: The results of the analysis (F=657.078, p<0.05) indicate that gamification in the classroom significantly increased critical thinking, thereby rejecting the null hypothesis and supporting the hypothesis that the independent variable in the test group increased students' critical thinking. Additionally, the test results on the three components of critical thinking show a significant increase (p<0.05) in the critical thinking of the students in the test group. Value: The findings of this study suggest that a gamification-based flipped classroom had a significant effect on students' critical thinking compared to a conventional flipped classroom.
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institution Kabale University
issn 2228-6683
2783-5235
language fas
publishDate 2023-11-01
publisher University of Sistan and Baluchestan
record_format Article
series مطالعات روانشناسی تربیتی
spelling doaj-art-933a7883573743a9812c96f2f374da6a2025-01-19T17:52:05ZfasUniversity of Sistan and Baluchestanمطالعات روانشناسی تربیتی2228-66832783-52352023-11-01205118110.22111/jeps.2023.44059.52488069The Effect of Gamification in Flipped Classroom on the Critical Thinking of Female Child Trainer Students in Yazd Technical and Vocational CollegeMotahareh eslami0Yousef Mahdavinasab1Zohreh khoshneshin2Asiyeh Modarressi Saryazdi3Department of Educational Technology, Kharazmi University, Tehran, IranDepartment of Educational Technology, Faculty of Psychology and Education, Kharazmi University, Tehran, IranDepartment of Educational Technology, Kharazmi University, Tehran, IranDepartment of Humanities, Faculty of Yazd Girls, Technical and Vocational University, Yazd, IranPurpose: The purpose of this study was to investigate the effect of gamification in a flipped classroom on the critical thinking of child trainer students in the female Technical and Vocational College in the city of Yazd during the COVID-19 pandemic.Methods: The study utilized a quasi-experimental design with a pre-test and post-test control group. The statistical population consisted of 150 students in the field of child trainer at Yazd Girls' Technical and Vocational College, with a sample size of 56 students selected randomly from two classes. Prior to the intervention, a pre-test was administered to both groups, and the experimental group was taught using a gamified flipped classroom method while the control group was taught using a traditional flipped classroom method. A post-test was administered to both groups after the intervention. The Ricketts' critical thinking questionnaire was used to collect data, and analysis of covariance was used to analyze the data. Findings: The results of the analysis (F=657.078, p<0.05) indicate that gamification in the classroom significantly increased critical thinking, thereby rejecting the null hypothesis and supporting the hypothesis that the independent variable in the test group increased students' critical thinking. Additionally, the test results on the three components of critical thinking show a significant increase (p<0.05) in the critical thinking of the students in the test group. Value: The findings of this study suggest that a gamification-based flipped classroom had a significant effect on students' critical thinking compared to a conventional flipped classroom.https://jeps.usb.ac.ir/article_8069_6d50dd8e325cd141d072c2583b43643e.pdfactive learningcritical thinkingflipped classroomgamification
spellingShingle Motahareh eslami
Yousef Mahdavinasab
Zohreh khoshneshin
Asiyeh Modarressi Saryazdi
The Effect of Gamification in Flipped Classroom on the Critical Thinking of Female Child Trainer Students in Yazd Technical and Vocational College
مطالعات روانشناسی تربیتی
active learning
critical thinking
flipped classroom
gamification
title The Effect of Gamification in Flipped Classroom on the Critical Thinking of Female Child Trainer Students in Yazd Technical and Vocational College
title_full The Effect of Gamification in Flipped Classroom on the Critical Thinking of Female Child Trainer Students in Yazd Technical and Vocational College
title_fullStr The Effect of Gamification in Flipped Classroom on the Critical Thinking of Female Child Trainer Students in Yazd Technical and Vocational College
title_full_unstemmed The Effect of Gamification in Flipped Classroom on the Critical Thinking of Female Child Trainer Students in Yazd Technical and Vocational College
title_short The Effect of Gamification in Flipped Classroom on the Critical Thinking of Female Child Trainer Students in Yazd Technical and Vocational College
title_sort effect of gamification in flipped classroom on the critical thinking of female child trainer students in yazd technical and vocational college
topic active learning
critical thinking
flipped classroom
gamification
url https://jeps.usb.ac.ir/article_8069_6d50dd8e325cd141d072c2583b43643e.pdf
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