This chapter explores the fascinating world of gamification platforms and their possible applications in implementing the flipped classroom model. Specifically, it examines the numerous advantages of integrating gamification platforms and provides an exhaustive list of notable examples from prior research. The chapter sheds light on the pervasive adoption of gamification platforms by analyzing prevalent trends from previous research. In addition, it concludes with a collection of low-cost gamification platforms, thereby providing a valuable resource for researchers and practitioners who wish to investigate and implement gamification within the flipped classroom context. Through this scholarly investigation, readers are prompted to consider the profound implications of gamification and its potential to revolutionize educational research and teaching practices.

5.1 Scaling Up Educational Apps with Game Elements

Incorporating gamification elements into educational apps is an effective strategy for sustaining students’ motivation, perseverance, and eagerness. The acquisition of knowledge and skills can be optimized by incorporating enjoyable and engaging learning methods through interactive and attractive apps. The instructors may incorporate game components, such as scoring systems, levels, achievements, competitive rankings, and incentives, from various apps into their instructional practices. Participation in such activities with game-based apps instils in students a strong sense of fun learning, academic advancement, collaboration, and friendly competition with peers, fostering tremendous enthusiasm and motivation toward learning. Instructors necessitate the establishment of genuine problems to stimulate students to engage in learning with tremendous enthusiasm.

The process of monitoring growth and receiving feedback holds great importance. Provide prompt feedback to users regarding the functionality of their applications. Providing positive reinforcement for correct responses or advancements can motivate individuals, while offering constructive criticism regarding errors or areas needing enhancement may help their personal growth and development. The ability to monitor progress enables learners to establish objectives and evaluate their progress toward achieving them. It is imperative to individualize the learning process for each student. Tailor the application's pedagogical approaches to accommodate individual learners’ unique requirements and inclinations. They employ analytics and algorithms to modify the content's complexity, pace of advancement, or difficulty level in response to the student's performance. This approach is expected to offer each student an optimal and tailored approach to learning.

Individuals may participate if they collaborate and engage in collective efforts. Add social features to the app to enable users to collaborate and compete healthily. Include multiplayer modes, discussion forums, or challenges that allow students to communicate, share knowledge, and learn from one another. It is essential to strike a balance between educational content and amusement elements. Although game elements make learning enjoyable, they should be distinct from the educational content. The application should facilitate learning while remaining entertaining. As the app grows, instructors should consider infrastructure and support. Ensure that the infrastructure can accommodate more users and data. Provide sufficient technical support to resolve any problems or bugs swiftly. Cloud-based solutions or hosting options that can easily expand to accommodate more users are beneficial.

Iterate and solicit user feedback to continuously improve the app. Utilize usability tests, surveys, or interviews to determine users’ opinions, including those of students, teachers, and parents. Use this feedback to enhance the app by addressing usability and content issues. Check the app's functionality daily. Collect data on how engaged users are, how well they recall what they have learned, and how well they learn to determine the app's effectiveness. Based on the data, use this information to make decisions regarding future adjustments and updates. Educational activities that can be used on a larger scale require a well-thought-out and effectively implemented plan. Focus on facilitating learning while providing an enjoyable and engaging experience. Instructors can use these methods to create an excellent educational app that engages students and encourages meaningful learning.

5.1.1 Benefits of Gamification Apps for Flipped Learning

Using gamification apps to teach using the flipped classroom method has several significant benefits. Gamification enhances the motivation of the learning process by incorporating an element of enjoyment and engagement. By incorporating game mechanics such as points, levels, and rewards, gamified applications will encourage students to actively partake in their learning and progress along their path by fostering a sense of challenge and accomplishment. This increased engagement enables students to maintain their curiosity and concentration, enhancing knowledge retention and comprehension. Gamification applications can improve the collaborative and interactive elements of the flipped classroom model. Through features such as leaderboards, team competitions, and multiplayer challenges, these applications encourage students’ sense of community and cooperation. This environment promotes peer-to-peer learning because students can share their experiences, insights, and knowledge, enhancing learning. In addition, the gamified nature of these applications frequently includes social interaction, allowing students to connect with their peers, discuss concepts, and support one another's learning.

Gaming applications provide instructors valuable insights and metrics regarding students’ performance and skill development. Instructors may acquire in-depth knowledge of a student's progress in school by monitoring their achievements, rates of completion, and areas of difficulty. A data-driven approach allows personalized assessments and interventions, enabling instructors to address the requirements of each student and offer additional support to those who may require it.

Individuals nowadays who have been raised in a technologically advanced environment possess the necessary skills to operate different types of digital devices. In the contemporary era, students grow up in a technologically advanced environment, which makes them accustomed to digital applications and games, increasing the likelihood of their usage. Integrating gamification applications into the classroom, including e-learning, blended learning, and flipped learning, allows instructors to leverage students’ digital competencies and interests, resulting in a more appropriate and significant learning environment. This approach also enhances the engagement level of the instructional process using gamified applications.

Using gamification applications within the context of flipped classroom pedagogy yields numerous benefits. Adopting this approach enables students to enhance their level of participation, fosters collaboration among peers, provides them with essential data for personalized instruction, and caters to their technological preferences. Integrating gamification elements into flipped classrooms may generate a better atmosphere for learning that fosters engagement, deeper understanding, and improved academic performance.

5.1.2 Series of Potential Gamification Apps for Flipped Learning Implementation

Using gamification in educational settings is increasingly gaining popularity as an efficacious approach. Utilizing these applications may effectively complement the flipped classroom pedagogy by providing students with interactive and captivating resources beyond the confines of the classroom. Incorporating game quizzes may also serve as a stimulus for students to review pre-class materials. Integrating gaming into the flipped classroom approach can foster a more immersive and stimulating milieu that promotes emotional involvement and holistic comprehension.

Gamification applications can be utilized in a flipped classroom setting to enhance the appeal of lessons and tutorials and can be implemented both in class and remotely. These applications utilize gamification techniques, such as quizzes, challenges, and rewards, to deliver educational content engagingly and interactively. This pedagogical approach enhances learning enjoyment and allows students to advance individually.

Individuals can use game applications to record notes and track their progress, including the time spent viewing video lectures before class and the number of journal pages perused. One potential strategy for individuals seeking to enhance their involvement and drive in various activities is gamification apps. Additionally, instructors can employ it for in-person instructional exercises, such as gamified quizzes like Kahoot or Quizizz, to assess students’ comprehension of the material before class or overall performance during the session.

Using gamification applications within the flipped classroom context has been demonstrated to be a viable strategy for promoting collaborative efforts among students and fostering a sense of healthy competition. Numerous gamification applications incorporate social components such as leaderboards, team-based challenges, and discussion boards, which facilitate interpersonal interaction among students. By employing such strategies, instructors can foster student collaboration, facilitate knowledge exchange, and promote mutual learning. Incorporating gamification elements into educational applications can enhance students’ sense of belonging to a community, thereby augmenting their overall academic experience.

Moreover, educational applications designed for gaming can effectively monitor and assess students’ academic advancement. Frequently, these applications are equipped with integrated reporting and analytical functionalities that facilitate educators in monitoring their students’ progress, identifying areas for enhancement, and providing individualized feedback.

Instructors can utilize game-based quizzes such as Kahoot or Quizizz to facilitate the retention of knowledge and skills among students that were imparted during recorded lectures. They observe the exterior from beyond the classroom. Gamification applications facilitate active learning and enable learners to assess their understanding by offering regular evaluations and instant feedback.

Gamification apps offer numerous benefits for implementing the flipped classroom model. They provide interactive and engaging content, foster collaboration, and competition, enable effective progress tracking and assessment, and reinforce key concepts. By integrating gamification into the flipped classroom approach, instructors can create a dynamic and motivating learning environment that enhances student engagement, understanding, and retention of the subject matter.

A compilation of the most frequently employed gamification applications for implementing the flipped classroom has been presented in this book (Table 5.1).

Table 5.1 Some popular gamification apps applied in related published studies

Some platforms still lack studies and can potentially be applied in the gamified flipped class instruction, such as Tinycards, Archy Learning, Gametize, BookWidgets, Unlock: Learn, Baamboozle, Hoopla, Mambo, Raptivity, AhaSlides, Digipuzzle, WizIQ, Edgagement, ProProfs, Funifier, and Quizalize.

5.1.3 Popular Gamification Platforms in Learning and Instruction

Kahoot is still a popular and heavily utilized platform. It is one of the most prominent game-based learning platforms, with over 70 million unique monthly users and used by 50% of K–12 students in the United States (Lunden, 2018). Over 2.5 billion individuals from over 200 countries have played Kahoot as of 2019. After Kahoot, Quizizz was the second-largest learning game platform in the world at the time. In terms of features, this platform is comparable to Kahoot, so it is not surprising. Mentimeter, AhaSlides, Gimkit, Poll Everywhere, Quizlet, ClassMarker, and Quizalize are inexpensive alternatives to Kahoot and Quizizz that come highly recommended.

This overview looks at a bibliometric report from the Scopus database from February 5, 2024, to learn more about the trends and preferences surrounding gamification applications. This report examines studies published in 2015 that shed light on the most popular gamification apps and their usage patterns (See Fig. 5.1). By analyzing this complete dataset, we can identify the key trends that have shaped the landscape of gamification applications and investigate their influence on user engagement and behavior.

Fig. 5.1
A line graph of comparison of the three most popular gamification apps published between 2015 and 2023. Kahoot has a huge rise followed by Quizizz and Class Dojo.

Trend of three most popular gamification apps reported in the journal articles between 2015 and 2023 (data accessed on February 5, 2024, from the Scopus database)

Kahoot was the most popular and widely used in 307 journal articles published from 2015–2023 and directly used as the keyword in 61 articles. Figure 5.1 demonstrates a decline in the number of Kahoot publications, dropping from 75 in 2022 to 62 in 2023. The rise of alternative platforms has led researchers and instructors to investigate and embrace different gamified options apart from Kahoot. Furthermore, Quizizz was published in 67 journal articles, while ClassDojo was published in 32 journal articles. Other platforms that were also popular were Duolingo with gamification elements for learning and instruction published in 12 articles, and the Classcraft app, which was referenced in 9 papers.

In terms of countries, Spain has dominated the articles published on using Kahoot apps, followed by Malaysia, Indonesia, and India (Fig. 5.2). While the Quizizz platforms are primarily published in Indonesia, followed by Malaysia and Spain (Fig. 5.3).

Fig. 5.2
A bar graph of values from 0 to 50 versus 30 countries in decreasing order. It plots the number of publications on the Kahoot app. Spain has the highest number of publications, while Columbia, Cyprus, Egypt, France, Ireland, Kazakhstan, Malta, Morocco, Oman, and 2 more have the lowest publications.

The top countries that have published research on the topic of Kahoot apps between 2015 and 2023 (data accessed on February 5, 2024, from the Scopus database)

Fig. 5.3
A bar graph of values from 0 to 14 versus 26 countries and undefined in decreasing order. It plots Indonesia with the highest published research, and Chile, Cyprus, France, Italy, Lebanon, Netherlands, Poland, Russian Federation, and United Arab Emirates with the lowest published research.

The top countries that have published research on the topic of Quizizz apps between 2015 and 2023 (data accessed on February 5, 2024, from the Scopus database)

When searching for the specific context of using Kahoot in the flipped classroom studies, it was found that more than 10 articles have been published on this topic (e.g., Chen & Yeh, 2019; Dianati et al., 2020; Jaiprakash, 2022; Özüdoğru, 2022; Ristanto et al., 2022; Şen & Hava, 2020).

Many other apps can be used and have been minimally reported in flipped classroom research, either for in-class or out of class activities. These include Blooket, Quizalize, Pear Deck, Riddle, Baamboozle, Sporcle, AhaSlides, Mentimeter, PlayPosit, Edpuzzle, Digipuzzle, Mambo, Edgagement, Funifier, WizIQ, Centrical, Hoopla, Raptivity, ProProfs, ISpring Learn LMS, EdApp, Qstream, Unlock:Learn, BookWidgets, Gametize, Tovuti LMS, Archy Learning, Udemy, Tinycards, Habitica, and Memrise.

This report can serve as a recommendation for future researchers to explore various gamification apps in their teaching and research, particularly within the context of gamification in the flipped classroom setting.

5.2 Low-Cost Learning Solutions Enhancing Flipped Gamified Learning

The availability of numerous cost-effective learning applications can be advantageous for instructors and students. Individuals can establish and instruct online courses using Google Classroom or Moodle. Besides, online platforms such as Edpuzzle or PlayPosit that facilitate interactive video content can enhance audience participation and enjoyment. Collaborative applications like Google Docs and Padlet encourage team collaboration and enhance student engagement. Game-based educational platforms such as Kahoot and Quizlet are engaging tools for assessing learning outcomes, facilitating review sessions, acquiring new information, and obtaining prompt feedback. Students can also use mobile applications such as Duolingo or Khan Academy to acquire knowledge at their discretion, regardless of location and time constraints. By leveraging these cost-effective and straightforward applications, instructors and students can access various resources and tools that facilitate engaging, practical, and accessible learning experiences.

Regarding cost-effective gamification tools for learning within disadvantaged communities and their ease of use, many options are accessible that provide affordable and straightforward means of implementation within a flipped classroom setting.

  1. 1.

    Online Learning Platforms: Utilize cost-effective or accessible online learning platforms such as Moodle, Quizizz, Kahoot, and Google Classroom. These resources enable instructors to create and run web-based courses, deliver assessments and constructive feedback, disseminate learning materials to learners, and establish communication with students anytime and anywhere. The platform provides instructors and students with accessible and user-friendly solutions at a reasonable cost. Moodle, for instance, is widely adopted as an online learning platform by many educational institutions globally. It is capable of being augmented with gaming features. This learning management system (LMS) is accessible and comparatively cost-effective for upgrading.

Instructors can utilize features like badges, points, or leaderboards to reward student achievements and encourage progress. They can create interactive quizzes, assignments, or discussion forums that offer immediate feedback and rewards for completing tasks. Based on the Scopus database report from 2015–2023, 37 journal articles have been published in Moodle with gamification in various areas of study, primarily educational studies.

Edmodo, another popular platform, provides a user-friendly interface for teachers to deliver lessons, share resources, and communicate with students and parents. Four papers were found in the Scopus database on this topic (i.e., Firwana et al., 2021; Huerta et al., 2022; Lam et al., 2017; Montiel-Ruiz & Solano-Fernández, 2023). Edmodo offers gamification features such as badges, rewards, and class leaderboards. Teachers can use these features to recognize student accomplishments, encourage healthy competition, and promote active participation. Gamified assignments, interactive quizzes, and collaborative projects can also be integrated within Edmodo to make learning more enjoyable and interactive.

Although not designed explicitly for gamification, Google Classroom can still benefit from gamified approaches. Teachers can create quests or missions with clear objectives and progress tracking. They can use external tools like Quizizz or Gimkit to gamify assessments and reinforce learning. By providing students with a sense of achievement, healthy competition, and immediate feedback, gamification can boost motivation and engagement within Google Classroom.

  1. 2.

    Open Educational Resources (OER): OER is freely available educational materials that can be used, shared, and modified. Platforms like OpenStax, OER Commons, and Khan Academy offer various OER materials across various subjects and grade levels. While open educational resources (OER) inherently offer accessible and customizable learning materials, gamification can further enhance the engagement and interactivity of these resources. For instance, van Roy et al.‘s (2019) study explores how people use badges in gamified online learning environments. The study specifically focuses on using badges in the context of Khan Academy. The research study's findings revealed that learners employed badges as a mechanism for self-assessment. Earning a badge signifies an in-depth comprehension of a particular subject matter. Some learners have devised distinct challenges to earn badges to incentivize their learning.

Integrating gamification elements into open educational resources (OER) platforms such as OpenStax, OER Commons, and Khan Academy can enhance the learning experience for students by providing a more engaging and enjoyable means of acquiring knowledge. Incorporating game elements into OER platforms can enhance the educational experience by increasing engagement, intrinsic motivation, and interactivity. When the learning process is gamified, students are more likely to exhibit tremendous enthusiasm and achieve higher performance. This can facilitate better retention of learned material and enhance academic productivity. Students will likely be more engaged and invested in their learning journey when gamified elements are present, leading to improved knowledge retention and academic achievement.

  1. 3.

    Interactive Video Platforms: Leverage interactive video platforms like Edpuzzle or PlayPosit to make videos more engaging. These platforms allow instructors to embed questions, quizzes, and discussions within videos to enhance student interaction and comprehension. These platforms allow teachers to customize existing videos or create their own by embedding questions, quizzes, and discussions at specific points in the video timeline. Edpuzzle enables educators to add voiceovers, record explanations, and monitor student progress through detailed analytics. A study by Raju et al. (2021) revealed that gamification improved students’ learning outcomes. Students reported increased understanding of the course material and improved knowledge retention using the Edpuzzle platform. The competitive nature of the gamified elements encouraged students to study and review the content more frequently, leading to better learning outcomes.

Besides, PlayPosit offers similar features and the ability to incorporate interactive elements like polls, drawing tools, and simulations. A study by Bakla and Mehdiyev (2022) investigates the effects of using a gamification platform called PlayPosit in the context of flipped learning. The study compares teacher-created interactive videos with YouTube videos to understand their impact on student engagement and learning outcomes. The study discusses the efficacy of PlayPosit, a gamified platform, in capturing students’ enthusiasm and enhancing their learning outcomes beyond passively viewing YouTube videos.

  1. 4.

    Learning Management Systems (LMS): Plenty of learning management systems (LMS), such as Canvas, TalentLMS, Mambo.IO, Funifier, Archy Learning, Gametize, ProProfs, Hoopla, Docebo, iSpring Learn, Thinkific Plus, and Blackboard Open LMS, can rely on ways to use gamification to enhance student engagement and motivation. The game features may originate from the LMS or externally incorporated gamification resources. LMS offer a centralized platform for instructors and students to manage course materials, track academic progress, and facilitate interpersonal interaction. Despite the potential expenses associated with LMS platforms, they often offer cost-effective and convenient accessibility alternatives for educators and academic institutions.

  2. 5.

    Game-Based Learning Platforms: Game-based learning platforms (e.g., Kahoot, Quizizz, Gimkit, or Quizlet) offer fun and interactive assessments with immediate feedback from its system, including learning analytics. This makes students more engaged and invested in the learning process. Kahoot, for instance, is a renowned platform that enables instructors to create and distribute interactive quizzes, votes, and discussions. Students compete against one another on leaderboards using their own devices. Kahoot endorses hands-on instruction, review sessions, and formative assessments. Likewise, Quizlet Live makes traditional flashcards into a game that players can play together. Students work in teams, racing toward the clock to match words with their meanings. It assists with language, understanding, and collaborating as a team. By employing these game-based learning devices, instructors can make learning fun and interactive for their students. Quizzes, challenges, and leaderboards are examples of gamification features that engage and motivate students to take an active role in their education. These platforms offer opportunities for formative assessment, knowledge reinforcement, and collaboration with peers. Exploring these game-based learning tools may assist instructors in making classrooms more stimulating and livelier.

Plickers is another effective platform that can be implemented in classrooms where students don't need individual technological devices. Instead, they respond to questions by displaying Plickers cards provided by instructors. Instructors, on the other hand, use mobile devices to scan the cards. The students' responses are instantly displayed on the class screen in a leaderboard format. Immediate feedback is provided to students after completing the quiz. This platform is particularly valuable in school environments with limited technological infrastructure for student use.

  1. 6.

    Collaborative Tools: To promote group work and discussions, instructors may employ low-tech and low-cost collaborative platforms such as Google Docs, Google Sheets, or Padlet to enable individuals to work together on tasks. In a flipped educational setting, students must be fully engaged and interconnected. Adopting gamification as a strategy can enhance teamwork and discourse within a group setting by utilizing straightforward web-based tools such as Padlet, Google Docs, and Google Sheets. This approach fosters dynamic engagement and collaborative peer exchange within a flipped instructional setting. Google Docs is a collaborative writing tool that facilitates multiple users’ concurrent document editing. It is a user-friendly platform that simplifies the process of developing texts collectively. Educators can enhance the enjoyment of the assignment through collaborative challenges or activities, such as brainstorming sessions or competitions for real-time collaborative editing, in which pupils can earn points for their input.

  2. 7.

    Mobile Apps: Gamified mobile educational apps enable students to access interactive materials, maintain progress records, and engage in enjoyable learning activities. Incorporating gamification elements such as points, levels, leaderboards, and rewards incentivizes students to persist in their learning endeavors by providing a sense of achievement and enhancing the overall engagement and motivation of the learning experience. Various gamified learning platforms with mobile apps include Duolingo, Kahoot, Quizizz, Quizlet, and Khan Academy.

Social Media and Online Communities: Establishing virtual learning communities through social networking sites such as Twitter, Facebook, Instagram, TikTok, YouTube, or LinkedIn has gained substantial popularity lately. These platforms facilitate the exchange of information between students and instructors, enable interactive engagement with the material, and foster connectivity. Gamification strategies can be integrated into social networking platforms to foster and amplify participation within virtual educational communities.

Instructors can employ Twitter as a pedagogical tool by instructing students to use hashtags or chats that facilitate the exchange of resources, collaborative discourse, and inquiry-based learning among students. Instructors can gamify the learning experience by transforming it into a competitive endeavor, such as a Twitter-based scavenger hunt, where learners search for and share relevant content using a designated hashtag. Facebook groups have the potential to serve as virtual classrooms or communities, facilitating the exchange of resources, the posting of inquiries, and the collaborative completion of tasks between students and instructors. Gamification elements, such as periodic challenges spanning daily, weekly, or monthly periods and incorporating regular game quizzes as formative assessments or learning quests on social networking sites, can enhance individuals' enthusiasm for and participation in learning. Teachers can create groups or communities where students can share articles, participate in discussions, and network with professionals in their field.

  1. 8.

    Interactive slide presentation: Gamification can also be implemented in tools like AhaSlides and Mentimeter to increase engagement and interactivity during presentations or classroom activities. By leveraging the gamification features offered by AhaSlides and Mentimeter, instructors can transform their slide presentations into interactive and engaging experiences. Gamifying quizzes, challenges, and discussions enhances participant involvement, promotes knowledge retention, and creates a dynamic learning environment. Several interactive gamified features include quizzes and polls, gamified challenges, interactive Q&A sessions, live word clouds and word associations, and audience competitions.

Presented below is a compilation of several popular gamification applications that are cost-effective and can be employed by educators or scholars as a frame of reference for learning purposes. This list is subject to subjectivity based on the authors’ perspectives. Additional platforms, which may be more cost-effective, user-friendly, and gain rapid traction, could emerge, and are not presently accounted for in this review.

  1. 1.

    Kahoot!: It is a well-known gamified learning platform that enables instructors to construct interactive quizzes, discussions, and surveys.

  2. 2.

    Quizizz: Quizizz is another gamified learning platform similar to Kahoot that allows teachers to create and share quizzes with their students. It offers a free version with limited features, but a low-cost premium version provides additional benefits such as advanced analytics and customization options.

  3. 3.

    Classcraft: Classcraft Lite is a free version of the Classcraft platform with rudimentary classroom gamification features. It permits teachers to utilize game elements to engage students, encourage collaboration, and monitor behavior. Classcraft offers a free version with limited functionality suitable for smaller classrooms or individual use. It combines gamification elements with classroom administration to engage students and encourage positive behavior.

  4. 4.

    Socrative: Socrative is a user-friendly platform that enables teachers to create quizzes, assessments, and educational games. It offers a free version that supports basic functionality, but a low-cost pro version is available for more advanced features.

  5. 5.

    Edmodo: Edmodo is a comprehensive learning platform incorporating gamification features. It provides a free version for teachers, allowing them to create interactive assignments, quizzes, and discussions. Edmodo also offers a low-cost premium version with enhanced functionality and access to additional resources.

Despite the affordability or accessibility of these products, they may offer paid features or subscription options that offer extra functionalities. Therefore, it is imperative to scrutinize each available option's prices and features to determine the most suitable fit for one's requirements and financial constraints. It is also necessary to verify the current pricing information of each application by referring to their respective websites, as the pricing and features are subject to variation.