@phdthesis{Sengo2023, author = {C{\´e}lio Sengo}, title = {Gamified flipped classrooms in Mozambican programming courses}, doi = {10.60497/opus-1658}, url = {https://nbn-resolving.org/urn:nbn:de:bsz:he76-opus4-16589}, pages = {304}, year = {2023}, abstract = {Mozambique is among the poorest countries in the world in such a way that many schools lack essential resources (electricity, chairs, internet, computers, water, and others). As a result, the traditional model is still the most used one in subjects related to programming in different courses where the teacher presents new content during face-to-face sessions and students take assignments and exercises to complete at home. This subject is still new for many students, so, they find it challenging to complete the tasks at home. Furthermore, programming is taught only at the university level, so, students find it difficult to understand it for the first time, resulting in a motivation decrease as well as the increase of drawbacks in programming subjects. In this way, methods like the cognitive apprenticeship model (Collins, Brown, Newman, 1989), extreme programming (Beck \& Fowler, 2001), gamification (Deterding, Dixon, Khaled, \& Nacke, 2011), and flipped classroom (Lage, Platt, \& Treglia, 2000) could be used or combined to motivate students and overcome these challenges. Since programming consists of a set of sequential steps and procedures, Gamified Flipped Classroom (GFC) seemed to be an appropriate method as it could be easy to demonstrate the “how to” procedures to students, letting them work on them at home (video lectures, links, documents). The teacher would act as a guide and facilitator for both home and in-class sessions, supported by gamification elements. Nevertheless, the thesis aimed to design a GFC learning environment adapted to the Mozambican context, investigate the student’s perception regarding this combination and analyse motivation and learning outcomes regarding day and night shifts. The research was conducted through Design-Based Research (DBR) for the learning environment design as well as student perception analysis and through a quasi-experiment for motivation and learning outcomes processing. The results indicate that The GFC learning environment for the Mozambique context should rely on three core aspects: A low-cost approach, availability of institution facilities and a proper curriculum plan adaptation. Furthermore, student’s perceptions were mostly positive, despite the occurrence of some negative ones related to connectivity problems. Lastly, generic data indicates that GFC did not significantly impact students’ motivation, however, separate analysis indicates that students from the day shift tended to feel more motivated than the day shift ones. Results also indicated that both shifts tended to increase their sense of competence and interest/enjoyment during the GFC learning environment but their sense of pressure was almost the same. Regarding learning outcomes, students scored higher marks during the traditional learning environment than in GFC, nevertheless, day-shift tended to have higher scores than night ones. So, it can be concluded that students from the day-shift felt more motivated and had better outcomes than the night ones. The present thesis served as a starting point for promoting a change of paradigm in teaching programming, especially in countries with limited access to technology like Mozambique by adapting methods like GFC to its context.}, language = {en} }