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Exploring flipped classroom integration with gamified applications for junior High school students
ID Hastomo, Tommy (Author)

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Abstract
Flipped classroom models have gained attention for promoting learner-centred instruction, mainly when supported by digital technology. In English as a Foreign Language (EFL) contexts, gamified applications such as Edpuzzle and Kahoot! have improved student engagement and motivation. However, limited research has examined how integrating gamified applications within flipped classrooms affects junior high school students’ learner autonomy, particularly in vocabulary learn-ing. This study aimed to investigate the level of learner autonomy among junior high school stu-dents after experiencing flipped instruction with gamified applications and to explore how this instructional model supports the development of autonomy. This study employed a qualitativemulti-site case study design, supported by descriptive quantitative data. The participants comprised five English teachers and 50 eighth-grade students from five junior high schools in Bandar Lam-pung, Indonesia. The researchers used two main instruments: a learner autonomy questionnaire and semi-structured group interviews. Data were collected after the implementation of flipped vocabulary instruction over 20 weeks, during which students engaged with Edpuzzle and Kahoot!. The questionnaire results were analysed using descriptive statistics with SPSS version 26, while interview data were analysed thematically. The findings revealed a consistently high level of learn-er autonomy across five domains. Thematic analysis identified three key themes supporting this de-velopment: self-paced learning, progress tracking, and continuous feedback. These results suggest that integrating gamified applications into flipped classrooms can promote student autonomy in vocabulary learning. The study recommends the broader adoption of the flipped teaching approach with gamified applications to foster independent learning among EFL student

Language:English
Keywords:flipped classroom, gamified application, junior high school, learner autonomy, vocabulary learning
Work type:Article
Typology:1.01 - Original Scientific Article
Organization:FF - Faculty of Arts
Publication status:Published
Publication version:Version of Record
Publication date:26.12.2025
Year:2025
Number of pages:Str. 105-122
Numbering:Letn. 17, št. 1
PID:20.500.12556/RUL-179112 This link opens in a new window
UDC:811.111'243:37.091.3:793.5/.7
ISSN on article:2350-4269
DOI:10.4312/vestnik.17.105-122 This link opens in a new window
COBISS.SI-ID:267357699 This link opens in a new window
Publication date in RUL:05.02.2026
Views:320
Downloads:173
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Record is a part of a journal

Title:Vestnik za tuje jezike = Journal for foreign languages
Publisher:Založba Univerze v Ljubljani
ISSN:2350-4269
COBISS.SI-ID:269600256 This link opens in a new window

Licences

License:CC BY-SA 4.0, Creative Commons Attribution-ShareAlike 4.0 International
Link:http://creativecommons.org/licenses/by-sa/4.0/
Description:This Creative Commons license is very similar to the regular Attribution license, but requires the release of all derivative works under this same license.

Secondary language

Language:Slovenian
Title:Raziskovanje uporabe obrnjenega pouka z igrificiranimi aplikacijami pri učencih nižje srednje šole
Abstract:
Modeli obrnjenega poučevanja so pritegnili pozornost zaradi spodbujanja na učenca usmerjenega poučevanja, zlasti ob podpori digitalne tehnologije. Pri pouku angleščine kot tujega jezika (EFL) so igrificirane aplikacije, kot sta Edpuzzle in Kahoot!, izboljšale sodelovanje in motivacijo učencev. Le malo raziskav pa je poskusilo odgovoriti na vprašanje, kako uporaba igrificiranih aplikacij pri obrnjenem poučevanju vpliva na samostojnost učencev nižjih srednjih šol, zlasti pri usvajanju besedišča. Namen naše raziskave je bil proučiti raven samostojnosti učencev nižje srednje šole po izkušnji obrnjenega poučevanja z igrificiranimi aplikacijami ter raziskati, kako ta učni model podpira razvoj učenčeve samostojnosti. Izvedli smo kvalitativno študijo primera na več lokacijah in jo podprli z opisnimi kvantitativnimi podatki. V raziskavo je bilo vključenih pet učiteljev angleščine in petdeset učencev osmega razreda iz petih nižjih srednjih šol v Bandar Lampungu v Indoneziji. Uporabili smo dve glavni raziskovalni metodi: vprašalnik o učenčevi samostojnosti in polstruk-turiran skupinski intervju. Podatke smo zbrali po 20-tedenskem obrnjenem učenju besedišča, pri katerem so učenci uporabljali aplikaciji Edpuzzle in Kahoot!. Rezultate ankete smo analizirali z uporabo opisne statistike v programu SPSS različice 26, podatke iz intervjujev pa smo analizirali tematsko. Rezultati raziskave kažejo na dosledno visoko raven učenčeve samostojnosti na petih področjih. Tematska analiza je pokazala tri ključne vidike, ki podpirajo razvoj učenčeve samostojnosti: učenje v lastnem tempu, sledenje lastnemu napredku in nenehno prejemanje povratnih in-formacij. Ti rezultati potrjujejo, da lahko uporaba igrificiranih aplikacij pri obrnjenem poučevanjuspodbuja učenčevo samostojnost pri usvajanju besedišča. Na podlagi izsledkov raziskave pripo-ročamo širšo uporabo metode obrnjenega poučevanja z igrificiranimi aplikacijami za spodbujanje neodvisnega učenja pri učencih angleščine kot tujega jezika.

Keywords:obrnjeno poučevanje, igrificirana aplikacija, nižja srednja šola, samostojnost učenca, učenje besedišča, igrificirana aplikacija, nižja srednja šola, samostojnost učenca, učenje besedišča

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