Gamified Flipped Classroom and Effective Learning Outcomes Through Bibliometric and Systematic Literature Review Toward SDGs 4
DOI:
10.29303/jppipa.v11i12.13314Published:
2026-01-05Downloads
Abstract
The use of appropriate approaches or methods in learning can increase the effectiveness of learning outcomes in accordance with the goals of quality education in SDGs 4. The development of flipped classroom or flipped learning and gamification is increasing year by year. So it is necessary to know the application of flipped classroom with the help of gamification in learning for effective learning outcomes toward SDGs 4. The research on gamified flipped classroom uses systematic methods of literature review and bibliometrics to determine the development of trends GFC over a period of 10 years from 2015- October 26, 2025. Data was taken from the Scopus database with the inclusion criteria of English-language journal articles and was all open access. The results of bibliometric analysis show that research on gamification and flipped classroom or flipped learning began in 2016, while research on flipped classroom with the help of gamification began in 2018. Several countries conduct GFC research quantitatively, such as Spain, Thailand, Hong Kong, Indonesia. GFC is mostly carried out at the university level and is widely applied to the subject areas of social science (30.20%) and computer science (22.60%).
Keywords:
Flipped classroom Gamification Gamified flipped classroom SDGsReferences
Aguiar-Castillo, L., Clavijo-Rodriguez, A., Hernández-López, L., Saa-Pérez, P. D., & Pérez-Jiménez, R. (2021). Gamification and Deep Learning Approaches in Higher Education. Journal of Hospitality, Leisure, Sport & Tourism Education, 29, 100290. https://doi.org/10.1016/j.jhlste.2020.100290 DOI: https://doi.org/10.1016/j.jhlste.2020.100290
Ahmed, H. D., & Aşıksoy, G. (2021). The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy Towards Virtual Physics Lab Course and Perceptions. Sustainability (Switzerland), 13(18). Scopus. https://doi.org/10.3390/su131810163 DOI: https://doi.org/10.3390/su131810163
Alshiha, M. B., & Al-Abdullatif, A. M. (2024). Gamification in Flipped Classrooms for Sustainable Digital Education: The Influence of Competitive and Cooperative Gamification on Learning Outcomes. Sustainability, 16(23), 10734. https://doi.org/10.3390/su162310734 DOI: https://doi.org/10.3390/su162310734
Anane, C. (2022). Gamified Flipped Learning in A French Foreign Language Class: Efficiency and Student Perception. Frontiers in Education, 7, 994892. https://doi.org/10.3389/feduc.2022.994892 DOI: https://doi.org/10.3389/feduc.2022.994892
Aria, M., & Cuccurullo, C. (2017). Bibliometrix: An R-tool for Comprehensive Science Mapping Analysis. Journal of Informetrics, 11(4), 959–975. https://doi.org/10.1016/j.joi.2017.08.007 DOI: https://doi.org/10.1016/j.joi.2017.08.007
Arias, J. C., & Esteve-Mon, F. M. (2025). Gamified Flipped Classroom: Application of A Didactic Strategy to Work on Computational Thinking in Future Teachers. Ried Revista Iberoamericana De Educacion A Distancia, 28(2). Scopus. https://doi.org/10.5944/ried.28.2.43532 DOI: https://doi.org/10.5944/ried.28.2.43532
Armayanti, I. G. A. A. D., Redhana, I. W., & Tika, I. N. (2025). Meta-Analisis Efektivitas Pembelajaran Berdiferensiasi Terhadap Hasil Belajar Siswa Pada Mata Pelajaran IPA. Jurnal Penelitian Pendidikan IPA, 11(9), 27–34. https://doi.org/10.29303/jppipa.v11i9.12173 DOI: https://doi.org/10.29303/jppipa.v11i9.12173
Arsyad, S., Waluyo, B., & Maisarah, I. (2024). Enhancing TOEFL Performance and Student Motivation through Integrated Flipped and Gamified Learning in Online Settings. Human Behavior and Emerging Technologies, 2024(1), 1–14. https://doi.org/10.1155/2024/1054242 DOI: https://doi.org/10.1155/2024/1054242
Asiksoy, G., & Canbolat, S. (2021). The Effects of The Gamified Flipped Classroom Method on Petroleum Engineering Students’ Pre-Class Online Behavioural Engagement and Achievement. International Journal of Engineering Pedagogy, 11(5), 19–36. Scopus. https://doi.org/10.3991/IJEP.V11I5.21957 DOI: https://doi.org/10.3991/ijep.v11i5.21957
Aynsley, S. A., Nathawat, K., & Crawford, R. M. (2018). Evaluating Student Perceptions of Using A Game-based Approach to Aid Learning: Braincept. Higher Education Pedagogies, 3(1), 70–81. Scopus. https://doi.org/10.1080/23752696.2018.1435296 DOI: https://doi.org/10.1080/23752696.2018.1435296
Calderon, I., Silva, W., & Feitosa, E. (2024). Active Learning Methodologies for Teaching Programming in Undergraduate Courses: A Systematic Mapping Study. Informatics in Education, 23(2), 279–322. Scopus. https://doi.org/10.15388/infedu.2024.11 DOI: https://doi.org/10.15388/infedu.2024.11
Carrasco, C. J., Monteagudo-Fernández, J., Sainz-Gómez, M., & Moreno-Vera, J. R. (2019). Effects of A Gamification and Flipped-Classroom Program for Teachers in Training on Motivation and Learning Perception. Education Sciences, 9(4). Scopus. https://doi.org/10.3390/educsci9040299 DOI: https://doi.org/10.3390/educsci9040299
Haddaway, N. R., Page, M. J., Pritchard, C. C., & McGuinness, L. A. (2022). PRISMA2020: An R Package and Shiny App for Producing PRISMA 2020-Compliant Flow Diagrams, with Interactivity for Optimised Digital Transparency and Open Synthesis. Campbell Systematic Reviews, 18(2), e1230. https://doi.org/10.1002/cl2.1230 DOI: https://doi.org/10.1002/cl2.1230
Huang, B., & Hew, K. F. (2018). Implementing A Theory-Driven Gamification Model in Higher Education Flipped Courses: Effects on Out-of-Class Activity Completion and Quality of Artifacts. Computers and Education, 125, 254–272. Scopus. https://doi.org/10.1016/j.compedu.2018.06.018 DOI: https://doi.org/10.1016/j.compedu.2018.06.018
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. Scopus. https://doi.org/10.1080/10494820.2018.1495653 DOI: https://doi.org/10.1080/10494820.2018.1495653
Janah, A. N., Darmayanti, M., & Saefudin, A. (2024). Kemampuan Literasi Sains di Sekolah Dasar: Systematic Literature Review dan Bibliometric Analysis. AR-RIAYAH: Jurnal Pendidikan Dasar, 8, 43–62. https://doi.org/10.29240/jpd.v8i1.%25209327 DOI: https://doi.org/10.29240/jpd.v8i1.9327
Jdaitawi, M., Kan’An, A., El-Sayed, N., Al Mawadieh, R., Talafha, F., Elkilany, A., Torki, M., Hamoudah, N., AlOqlah, R., Soliman, M., Ali, M., Alfattah, R. A., Altaisan, R., & Hadi, H. A. (2025). Exploring University Students’ Perceptions and Their Attitudes towards Gamified Learning. International Journal of Information and Education Technology, 15(6), 1219–1225. Scopus. https://doi.org/10.18178/ijiet.2025.15.6.2325 DOI: https://doi.org/10.18178/ijiet.2025.15.6.2325
Katanosaka, T., Khan, M. F. F., & Sakamura, K. (2024). PhyGame: An Interactive and Gamified Learning Support System for Secondary Physics Education. International Journal of Advanced Computer Science and Applications, 15(6), 84–94. Scopus. https://doi.org/10.14569/IJACSA.2024.0150611 DOI: https://doi.org/10.14569/IJACSA.2024.0150611
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. Scopus. https://doi.org/10.1080/10494820.2018.1541910 DOI: https://doi.org/10.1080/10494820.2018.1541910
Ma, J. (2024). Educational Gamification: Motivation and Engagement Strategies. Applied Mathematics and Nonlinear Sciences, 9(1). https://doi.org/10.2478/amns-2024-3249 DOI: https://doi.org/10.2478/amns-2024-3249
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, 13(3), 1610–1622. Scopus. https://doi.org/10.11591/ijere.v13i3.26721 DOI: https://doi.org/10.11591/ijere.v13i3.26721
Mutiva, S. I., Mwangi, R. W., & Wekesa, J. S. (2025). Digital Gamification: Application of Kahoot in Teaching The Biology Subject. International Journal of Basic and Applied Sciences, 14(3), 197–205. Scopus. https://doi.org/10.14419/2d70zq22 DOI: https://doi.org/10.14419/2d70zq22
Paiva, R., Bittencourt, I. I., Tenório, T., Jaques, P., & Isotani, S. (2016). What Do Students Do On-line? Modeling Students’ Interactions to Improve Their Learning Experience. Computers in Human Behavior, 64, 769–781. https://doi.org/10.1016/j.chb.2016.07.048 DOI: https://doi.org/10.1016/j.chb.2016.07.048
Phanwiriyarat, K., Anggoro, K. J., & Chaowanakritsanakul, T. (2025). Exploring AI-Powered Gamified Flipped Classroom in An English-Speaking Course: A case of Duolingo. Cogent Education, 12(1). Scopus. https://doi.org/10.1080/2331186X.2025.2488545 DOI: https://doi.org/10.1080/2331186X.2025.2488545
Rotellar, C., & Cain, J. (2016). Research, Perspectives, and Recommendations on Implementing the Flipped Classroom. American Journal of Pharmaceutical Education, 80, 34. https://doi.org/10.5688/ajpe80234 DOI: https://doi.org/10.5688/ajpe80234
Sailer, M., & Homner, L. (2020). The Gamification of Learning: A Meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w DOI: https://doi.org/10.1007/s10648-019-09498-w
Sailer, M., & Sailer, M. (2021). Gamification of In-Class Activities in Flipped Classroom Lectures. British Journal of Educational Technology, 52(1), 75–90. Scopus. https://doi.org/10.1111/bjet.12948 DOI: https://doi.org/10.1111/bjet.12948
Sanz-Angulo, P., Galindo-Melero, J., De-Diego-Poncela, S., & Martín, Ó. (2025). Promoting Soft Skills in Higher Engineering Education: Assessment of The Impact of A Teaching Methodology Based on Flipped Learning, Cooperative Work and Gamification. Education and Information Technologies, 30(10), 13463–13506. Scopus. https://doi.org/10.1007/s10639-025-13322-0 DOI: https://doi.org/10.1007/s10639-025-13322-0
Segura-Robles, A., Fuentes-Cabrera, A., Parra-González, M. E., & López-Belmonte, J. (2020). Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education. Frontiers in Psychology, 11. Scopus. https://doi.org/10.3389/fpsyg.2020.01103 DOI: https://doi.org/10.3389/fpsyg.2020.01103
Trisanti, N., Rahayu, Y. S., & Sunarti, T. (2025). Analysis of Junior High School Students’ Scientific Literacy Skills in Supporting the Achievement of Sustainable Development Goals (SDGs). Jurnal Penelitian Pendidikan IPA, 11(9), 113–119. https://doi.org/10.29303/jppipa.v11i9.12193 DOI: https://doi.org/10.29303/jppipa.v11i9.12193
Tsay, C. H.-H., Kofinas, A., & Luo, J. (2018). Enhancing Student Learning Experience with Technology-Mediated Gamification: An Empirical Study. Computers and Education, 121, 1–17. Scopus. https://doi.org/10.1016/j.compedu.2018.01.009 DOI: https://doi.org/10.1016/j.compedu.2018.01.009
UNESCO. (2017). Education for Sustainable Development Goals: Learning objectives. UNESCO. Retrieved from https://unesdoc.unesco.org/ark:/48223/pf0000247444.locale=en DOI: https://doi.org/10.54675/CGBA9153
van Eck, N. J., & Waltman, L. (2023). VOSviewer Manual. Universiteit Leiden. Retrieved from https://www.vosviewer.com/documentation/Manual_VOSviewer_1.6.19.pdf
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. Scopus. https://doi.org/10.1080/10494820.2023.2209791 DOI: https://doi.org/10.1080/10494820.2023.2209791
Yuan, Y. (2024). Bibliometric and Visualized Analysis of Research on English Learning Under Mobile-Assisted Language Learning based on CiteSpace. International Journal of Academic Research in Progressive Education and Development, 13(4), 624–639. https://doi.org/10.6007/ijarped/v13-i4/22985 DOI: https://doi.org/10.6007/IJARPED/v13-i4/22985
Zainuddin, Z. (2018). Students’ Learning Performance and Perceived Motivation in Gamified Flipped-Class Instruction. Computers and Education, 126, 75–88. Scopus. https://doi.org/10.1016/j.compedu.2018.07.003 DOI: https://doi.org/10.1016/j.compedu.2018.07.003
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 Science, 120(11–12), 789–802. Scopus. https://doi.org/10.1108/ILS-07-2019-0067 DOI: https://doi.org/10.1108/ILS-07-2019-0067
License
Copyright (c) 2025 Elizabeth Lobo, Yerry Soepriyanto, Ence Surahman

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with Jurnal Penelitian Pendidikan IPA, agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License (CC-BY License). This license allows authors to use all articles, data sets, graphics, and appendices in data mining applications, search engines, web sites, blogs, and other platforms by providing an appropriate reference. The journal allows the author(s) to hold the copyright without restrictions and will retain publishing rights without restrictions.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in Jurnal Penelitian Pendidikan IPA.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).






