Proceedings of the E-Learning and Smart Engineering Systems (ELSES 2023)

Effects of serious games on improving learning skills and motivation in the context of flipped classrooms

Authors
Mounia EL RHAYAMI1, *, Abderrahim EL MHOUTI1, Yassine EL BORJI2
1ISISA, FS Abdelmalek Essaadi University, Tetouan, Morocco
2SOVIA Laboratory, ENSAH, Abdelmalek Essaadi University, Tetouan, Morocco
*Corresponding author.
Corresponding Author
Mounia EL RHAYAMI
Available Online 5 February 2024.
DOI
10.2991/978-94-6463-360-3_14How to use a DOI?
Keywords
Serious Games; learning motivation; skills; learning through play; Game design; flipped classroom
Abstract

Making the education system efficient and the teaching methods relevant has become a major concern. The majority of school reforms aim at improving school efficiency and fighting against failure and inequalities.

Since then, several pedagogical approaches have emerged, such as integrating new technologies into teaching methods or reversing the traditional classroom process, otherwise known as the “flipped classroom”.

As its name suggests, the flipped classroom is an approach that, unlike traditional teaching, proposes to the student discover the course beforehand at home and do the homework in class.

This approach focuses on the student more than the teacher without negating the role of the teacher. It allows the student to learn at his or her own pace, views the course at his or her pace,e and that his or her learning speed. It also offers the possibility of accessing the course via different forms of technological tools or not.

On the other hand, the flipped classroom method can present some significant difficulties. It requires students to be self-disciplined and motivated to follow the course without assistance. Some students may be reluctant to change.

This contribution aims to overcome these obstacles by proposing a solution whose effectiveness is no longer to be proven and which is entitled: learning through play. The student will be offered a serious game as a tool to discover and learn his lesson.

To achieve this goal, we will first provide a detailed and comparative analysis of the different works and experiments already carried out on the subject of the flipped classroom and serious games. We will also present the methodologies used and the results obtained. This will lead us to discuss their weaknesses and finally propose an educational model based on the flipped classroom structure, integrating game-based learning elements to help students be motivated and engaged. Indeed, games are a source of fun for young and old, mixing them with work, serious games will have a positive impact on learning and bring several added values.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the E-Learning and Smart Engineering Systems (ELSES 2023)
Series
Atlantis Highlights in Social Sciences, Education and Humanities
Publication Date
5 February 2024
ISBN
978-94-6463-360-3
ISSN
2667-128X
DOI
10.2991/978-94-6463-360-3_14How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Mounia EL RHAYAMI
AU  - Abderrahim EL MHOUTI
AU  - Yassine EL BORJI
PY  - 2024
DA  - 2024/02/05
TI  - Effects of serious games on improving learning skills and motivation in the context of flipped classrooms
BT  - Proceedings of the E-Learning and Smart Engineering Systems (ELSES 2023)
PB  - Atlantis Press
SP  - 121
EP  - 127
SN  - 2667-128X
UR  - https://doi.org/10.2991/978-94-6463-360-3_14
DO  - 10.2991/978-94-6463-360-3_14
ID  - ELRHAYAMI2024
ER  -