Student engagement and conceptual change through gamified flipped classrooms in biology education
DOI:
https://doi.org/10.21009/biosferjpb.62844Keywords:
Cognitive engagement, Conceptual change , Ecosystem, Flipped classroom, Gamified flipped classroomAbstract
The gamified flipped classroom (GFC) is an extension of the traditional flipped classroom (FC) that embeds gamification elements into digital independent learning prior to face-to-face sessions. This study addresses the limited student engagement and persistent misconceptions commonly found in ecosystem learning by comparing students’ cognitive engagement, conceptions, and conceptual change patterns when learning through FC and GFC. A quasi-experimental design was employed involving 70 tenth-grade students assigned to FC and GFC groups, with learning conducted over four meetings. Cognitive engagement was measured using the four-scale Student Course Cognitive Engagement Instrument (SCCEI) after the intervention, supported by semi-structured interviews and documentation of student learning notes. Students’ conceptions were assessed using a four-tier multiple-choice test administered before and after learning, and conceptual change patterns were examined based on shifts in conception categories from pretest to posttest. The data were analyzed descriptively. The results indicate that students who learned through GFC demonstrated higher cognitive engagement across all indicators, developed more scientifically accurate conceptions, and exhibited more positive conceptual change patterns than those who learned through FC. GFC was particularly effective in reducing misconceptions, increasing sound understanding, and promoting construction-type conceptual changes. These findings suggest that integrating gamification into flipped classroom learning can enhance cognitive engagement and support deeper reconstruction of students’ conception in biology education. It is recommended that GFC be considered as an alternative instructional strategy to improve concept mastery in ecosystem learning and to support more meaningful student engagement.
References
Agustina, L., & Indana, S. (2021). Profil Miskonsepsi Siswa pada Materi Protista Menggunakan Four Tier Test. Berkala Ilmiah Pendidikan Biologi (BioEdu), 11(1), 60–67. https://doi.org/10.26740/bioedu.v11n1.p60-67
Barlow, A., Brown, S., Lutz, B., Pitterson, N., Hunsu, N., & Adesope, O. (2020). Development of the student course cognitive engagement instrument (SCCEI) for college engineering courses. International Journal of STEM Education, 7(1), 22. https://doi.org/10.1186/s40594-020-00220-9
Baydas, O., & Cicek, M. (2019). The examination of the gamification process in undergraduate education: A scale development study. Technology, Pedagogy and Education, 28(3), 269–285. https://doi.org/10.1080/1475939X.2019.1580609
Botte, B., Bakkes, S., & Veltkamp, R. (2020). Motivation in Gamification: Constructing a Correlation Between Gamification Achievements and Self-determination Theory. In I. Marfisi-Schottman, F. Bellotti, L. Hamon, & R. Klemke (Eds.), Games and Learning Alliance (Vol. 12517, pp. 157–166). Springer International Publishing. https://doi.org/10.1007/978-3-030-63464-3_15
Chi, M. T. H. (2008). Three Types of Conceptual Change: Belief Revision, Mental Model Transformation, and Categorical Shift. 61–82.
Chi, M. T. H. (2013). Two kinds and four sub-types of misconceived knowledge, ways to change it, and the learning outcomes. In S. Vosniadou (Ed.), International Handbook of Research on Conceptual Change (0 ed., pp. 49–70). Routledge. https://doi.org/10.4324/9780203154472
Chi, M. T. H., Adams, J., Bogusch, E. B., Bruchok, C., Kang, S., Lancaster, M., Levy, R., Li, N., McEldoon, K. L., Stump, G. S., Wylie, R., Xu, D., & Yaghmourian, D. L. (2018). Translating the ICAP Theory of Cognitive Engagement Into Practice. Cognitive Science, 42(6), 1777–1832. https://doi.org/10.1111/cogs.12626
Chi, M. T. H., & Wylie, R. (2014). The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes. Educational Psychologist, 49(4), 219–243. https://doi.org/10.1080/00461520.2014.965823
Creswell, J. W., & Creswell, J., D. (2018). Research Design: Qualitative, Quantitative, and Mixed Method Approaches (5th ed.). SAGE Publications Ltd.
Dawson, V. M., Venville, G. J., & Donovan, J. (Eds.). (2020). The art of teaching science: A comprehensive guide to the teaching of secondary school science (Third edition). Routledge, Taylor & Francis Group.
Deci, E. L., & Ryan, R. M. (2012). Self-Determination Theory. In P. Van Lange, A. Kruglanski, & E. Higgins, Handbook of Theories of Social Psychology: Volume 1 (pp. 416–437). SAGE Publications Ltd. https://doi.org/10.4135/9781446249215.n21
Deng, R., Feng, S., & Shen, S. (2024). Improving the effectiveness of video-based flipped classrooms with question-embedding. Education and Information Technologies, 29(10), 12677–12702. https://doi.org/10.1007/s10639-023-12303-5
Diana, S., Siswandari, P., & Suwandi, T. (2024). Perubahan Struktur Konseptual Mahasiswa Pendidikan Biologi tentang Morfologi Daun dan Bunga berdasarkan Pictorial Representation. 21(1), 178–185. https://www.semanticscholar.org/paper/Perubahan-Struktur-Konseptual-Mahasiswa-Pendidikan-Diana-Siswandari/ccd173512573bedda079cab01963d3d770624ced
Durrani, U. K., Al Naymat, G., Ayoubi, R. M., Kamal, M. M., & Hussain, H. (2022). Gamified flipped classroom versus traditional classroom learning: Which approach is more efficient in business education? The International Journal of Management Education, 20(1), 100595. https://doi.org/10.1016/j.ijme.2021.100595
Firman, H. F., Ratnasari, J., & Windyariani, S. (2020). Identifikasi Miskonsepsi Peserta Didik Menggunakan Two-Tier Test Berbantuan Certainty Of Response Index: (Misconception Identification of Students using Two-Tier Test Assisted by Certainty of Response Index). BIODIK, 7(2), 33–44. https://doi.org/10.22437/bio.v7i2.12812
Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School Engagement: Potential of the Concept, State of the Evidence. Review of Educational Research, 74(1), 59–109. https://doi.org/10.3102/00346543074001059
Gani, A. W., Samsudin, A., Aviyanti, L., Aminudin, A. H., Kurniawan, F., Zahran, M., Kunaedi, J., & Kapici, H. O. (2023). Identifying Students’ Conceptions on Sound Wave via the Sound Wave Four Tier (SOFT) Diagnostic Test. Berkala Ilmiah Pendidikan Fisika, 11(3), 318. https://doi.org/10.20527/bipf.v11i3.16903
Gayeta, N. E., & Caballes, D. G. (2017). Measuring Conceptual Change on Stoichiometry Using Mental Models and Ill- Structured Problems in a Flipped Classroom Environment. 5(2). https://oaji.net/articles/2017/1543-1514873447.pdf
Groening, C., & Binnewies, C. (2019). “Achievement unlocked!”—The impact of digital achievements as a gamification element on motivation and performance. Computers in Human Behavior, 97, 151–166. https://doi.org/10.1016/j.chb.2019.02.026
Guerrero-Quiñonez, A. J., Quiñónez Guagua, O., & Barrera-Proaño, R. G. (2023). Gamified flipped classroom as a pedagogical strategy in higher education: From a systematic vision. Ibero-American Journal of Education & Society Research, 3(1), 238–243. https://doi.org/10.56183/iberoeds.v3i1.622
Guzzetti, B. J. (2013). Case Studies in Conceptual Change: A Social Psychological Perspective. In B. J. Guzzetti & C. R. Hynd (Eds.), Perspectives on Conceptual Change (0 ed., pp. 39–53). Routledge. https://doi.org/10.4324/9781315045108
Hanifah, K., Suharsono, S., & Hernawati, D. (2022). Identifikasi Miskonsepsi Peserta Didik Pada Konsep Ekosistem Menggunakan Certainty Of Response Index (CRI). Jurnal BIOEDUIN : Program Studi Pendidikan Biologi, 12(2), 66–75. https://doi.org/10.15575/bioeduin.v12i2.20118
Heddy, B. C., Taasoobshirazi, G., Chancey, J. B., & Danielson, R. W. (2018). Developing and Validating a Conceptual Change Cognitive Engagement Instrument. Frontiers in Education, 3, 43. https://doi.org/10.3389/feduc.2018.00043
Hew, K. F., Bai, S., Huang, W., Dawson, P., Du, J., Huang, G., Jia, C., & Thankrit, K. (2021). On the use of flipped classroom across various disciplines: Insights from a second-order meta-analysis. Australasian Journal of Educational Technology, 37(2), 132–151. https://doi.org/10.14742/ajet.6475
Huang, B., Hew, K. F., & Lo, C. K. (2019). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments, 27(8), 1106–1126. https://doi.org/10.1080/10494820.2018.1495653
Kristianti, T., Widodo, A., & Suhandono, S. (2019). The Conceptual Change Assessment based on Essay Questions in Case Study of DNA/RNA and Intron Topics. 4(1), 31–37. https://doi.org/10.26740/jppipa.v4n1.p31-37
Laboratory of Computer Science and Interdisciplinary Physics (L.I.P.I), Normal Superior School (ENS), Sidi Mohamed Ben Abdellah University, Fez, Morocco, & Achour, M. (2025). Can Serious Games Reduce Electric Current Misconceptions among 10th Grade Moroccan Science Pupils? International Journal of Information and Education Technology, 15(4), 795–802. https://doi.org/10.18178/ijiet.2025.15.4.2285
Lo, C. K., & Hew, K. F. (2020). A comparison of flipped learning with gamification, traditional learning, and online independent study: The effects on students’ mathematics achievement and cognitive engagement. Interactive Learning Environments, 28(4), 464–481. https://doi.org/10.1080/10494820.2018.1541910
Lopes, S. F. S. F., Simões, J. M. D. A. P., Lourenço, J. M. R., & Morais, J. C. P. D. (2024). The Flipped Classroom Optimized Through Gamification and Team-Based Learning. Open Education Studies, 6(1), 20220227. https://doi.org/10.1515/edu-2022-0227
Majid, W. M. W., Zain, F. M., & Ismail, S. N. (2024). Gamified flipped classroom in education: A systematic review. International Journal of Evaluation and Research in Education (IJERE), 13(3), 1610. https://doi.org/10.11591/ijere.v13i3.26721
Moneke, C. A., & Nwanneka, J. (2024). Effectiveness of Guided-Inquiry and Flipped-Learning Methods on Secondary School Students’ Academic Achievement in Ecology in Onitsha Educational Zone. 7(1), 122–133. https://journals.unizik.edu.ng/jstme/article/view/4408
Ng, L.-K., & Lo, C.-K. (2022). Flipped Classroom and Gamification Approach: Its Impact on Performance and Academic Commitment on Sustainable Learning in Education. Sustainability, 14(9), 5428. https://doi.org/10.3390/su14095428
Nurfadilah, Z., & Rochintaniawati, D. (2021). Analisis Miskonsepsi Materi Ekosistem Pada Siswa Kelas X. Indonesian Science Education Journal, 2(3). https://doi.org/10.62159/isej.v2i3.326
Nurhidayah, L., Riandi, R., & Solihat, R. (2020). Identifikasi miskonsepsi siswa SMA pada topik ekosistem. Assimilation: Indonesian Journal of Biology Education, 3(1), 12–17. https://doi.org/10.17509/aijbe.v3i1.23303
Nurjannah, D., Holisin, I., & Soemantri, S. (2023). Penerapan Metode Flipped Classroom Berbantuan Edmodo pada Pembelajaran Matematika. Jurnal Pemikiran dan Pengembangan Pembelajaran, 5(2), 259–264. https://doi.org/10.30651/must.v7i1.9137
Pacaci, C., Ustun, U., & Ozdemir, O. F. (2024). Effectiveness of conceptual change strategies in science education: A meta‐analysis. Journal of Research in Science Teaching, 61(6), 1263–1325. https://doi.org/10.1002/tea.21887
Sailer, M., & Sailer, M. (2021). Gamification of in‐class activities in flipped classroom lectures. British Journal of Educational Technology, 52(1), 75–90. https://doi.org/10.1111/bjet.12948
Samsudin, A., Suhandi, A., Rusdiana, D., Kaniawati, I., & Coştu, B. (2016). Investigating the effectiveness of an active learning based-interactive conceptual instruction (ALBICI) on electric field concept. 17(1). https://eric.ed.gov/?id=EJ1113226
Sinatra, G. M., Heddy, B. C., & Lombardi, D. (2015). The Challenges of Defining and Measuring Student Engagement in Science. Educational Psychologist, 50(1), 1–13. https://doi.org/10.1080/00461520.2014.1002924
Siswati, B. H., Suratno, S., Hariyadi, S., Prihatin, J., Wahono, B., & Rosyadah, A. (2023). The effectiveness of nearpod assisted digital daily assessment to improve the creative thinking abilities and metacognitive skills of science students. BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan, 5(3), 281. https://doi.org/10.20527/bino.v5i3.16921
Torres-Martín, C., Acal, C., El-Homrani, M., & Mingorance-Estrada, Á. C. (2022). Implementation of the flipped classroom and its longitudinal impact on improving academic performance. Educational Technology Research and Development, 70(3), 909–929. https://doi.org/10.1007/s11423-022-10095-y
Treagust, D. F., & Duit, R. (2008). Conceptual change: A discussion of theoretical, methodological and practical challenges for science education. Cultural Studies of Science Education, 3(2), 297–328. https://doi.org/10.1007/s11422-008-9090-4
Triana, B. M. (2023). Potret Miskonsepsi Siswa SMA pada Materi Komponen Penyusun dan Interaksi dalam Ekosistem. Jurnal BIOEDUIN, 13(2), 49–57. https://doi.org/10.15575/bioeduin.v13i2.18766
Uke, I., Ebenezer, J., & Kaya, O. N. (2024). Seventh-Grade Students’ Relational Conceptual Change and Science Achievement: Photosynthesis and Cellular Respiration Duo. Research in Science Education, 54(4), 707–737. https://doi.org/10.1007/s11165-024-10156-7
Ulfa, S. W., Saragih, F. E., Sinurat, Y., Achyari, P. R., Pulungan, R. D., & Lubis, M. F. M. (2024). Analisis Miskonsepsi Buku Biologi Kurikulum 2013 Kelas X Pada Materi Ekosistem. Journal Innovation In Education, 2(3), 174–179. https://doi.org/10.59841/inoved.v2i3.1406
Vančugovienė, V., Lehtinen, E., & Södervik, I. (2025). The impact of inquiry-based learning in a botanical garden on conceptual change in biology. International Journal of Science Education, 47(7), 915–939. https://doi.org/10.1080/09500693.2024.2354542
Widodo, A. (August). Pembelajaran Ilmu Pengetahuan Alam Dasar-dasar untuk Praktik (2021st ed.). UPI Press.
Yu, Q., & Yu, K. (2024). The effects of gamified flipped classroom on student learning: Evidence from a meta-analysis. Interactive Learning Environments, 32(9), 5126–5141. https://doi.org/10.1080/10494820.2023.2209791
Zainuddin, Z., Shujahat, M., Chu, S. K. W., Haruna, H., & Farida, R. (2019). The effects of gamified flipped instruction on learner performance and need satisfaction: A study in a low-tech setting. Information and Learning Sciences, 120(11/12), 789–802. https://doi.org/10.1108/ILS-07-2019-0067
Zhao, J., Hwang, G.-J., Chang, S.-C., Yang, Q., & Nokkaew, A. (2021). Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course. Educational Technology Research and Development, 69(6), 3255–3280. https://doi.org/10.1007/s11423-021-10053-0
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Biosfer: Jurnal Pendidikan Biologi

This work is licensed under a Creative Commons Attribution 4.0 International License.
The Authors submitting a manuscript do so on the understanding that if accepted for publication, copyright of the article shall be assigned to Biosfer: Jurnal Pendidikan Biologi (Biosferjpb) and Departement of Biology Education, Universitas Negeri Jakarta as publisher of the journal.
