Abstract
This study aimed to determine the effect of using a gamification-based flipped classroom on the learning outcomes of fifth-grade elementary school students in science. The method used was a quasi-experimental quantitative research method with a 2x3 factorial design. The research was conducted in two sub-districts in Bandung, namely Coblong and Cibeunying Kaler sub-districts. Samples will be taken by purposive sampling technique. The results showed: 1) the effect of the gamification-based flipped classroom model on the science learning outcomes, 2) there was an influence on student learning outcomes between the gamification-based flipped classroom model for students who had strong learning motivation, 5) there was no effect on learning outcomes students between the gamification-based flipped classroom model for students who had weak learning motivation, 6) there was no interaction between the gamification-based flipped classroom model with motivation on students learning outcomes. There is a need for other studies regarding the gamification-based flipped classroom learning model.
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