Flipped Classroom with Gamification to enhance Students’ Digital Literacy Skills

Authors

  • Nongluk Weerasiri Sirindhorn College of Public Health Suphanburi, Thailand
  • Phornphitcha Pechdee Sirindhorn College of Public Health Suphanburi, Thailand
  • Sunisa Chansaeng Sirindhorn College of Public Health Suphanburi, Thailand

Keywords:

Gamification, Digital Literacy Skills, Guidelines, Flipped Classroom Learning

Abstract

 This study aimed to design, implement, and evaluate an instructional model that integrates the Flipped Classroom approach with Gamification to enhance students’ digital literacy skills. The research employed a Research and Development (R&D) design involving five experts specializing in flipped learning, gamification, and digital literacy. Data were collected through expert evaluation forms and analyzed using descriptive statistics (Mean and Standard Deviation). The developed model consisted of two components—Out-of-Class and In-Class activities—comprising six steps from planning, creating learning environments, and conducting activities to evaluating and summarizing outcomes.

 The results indicated that all components of the model achieved the highest level of appropriateness (M = 4.83,
SD = 0.24). The study confirmed that the integration of Flipped Classroom and Gamification promotes motivation, engagement, and self-directed learning while developing learners’ digital literacy skills in the areas of use, understanding, creation, and access. The model provides practical guidelines for designing technology-driven instruction and serves as a policy framework for advancing digital literacy in education.

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Published

2025-10-31

How to Cite

[1]
N. Weerasiri, P. Pechdee, and S. Chansaeng, “Flipped Classroom with Gamification to enhance Students’ Digital Literacy Skills”, Int J Edu Comm Tech, vol. 5, no. 2, pp. 37–50, Oct. 2025.

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Original Articles