Gamification and Flipped Classroom in SQL Education
DOI:
https://doi.org/10.36427/CEJNTREP.7.1.12228Keywords:
educational games, flipped classroom, SQL, gamificationAbstract
Developing algorithmic thinking is a key goal of secondary education; however, the declarative nature of SQL requires a problem-solving approach that is significantly different from imperative programming languages. This article examines the impact of combining a gamified learning platform and flipped classroom pedagogy on student learning outcomes in introductory SQL instructionThe study involved 70 secondary school students aged 17–18 who were divided into an experimental and a control group. The experimental group learned SQL at home using video-based materials and prepared content, and then participated in interactive, game-based problem-solving activities during class sessions, while the control group followed a traditional, teacher-led approach. Student performance was assessed after four and eight weeks, and the results were analysed using nonparametric statistical methods. The results show that the combined use of gamification and a flipped classroom model significantly improves student engagement, motivation, and learning outcomes in SQL-based problem solving. This study provides empirical evidence on the effectiveness of integrating gamified learning environments and flipped classroom pedagogy in secondary database education
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Copyright (c) 2026 Tamás Balla, Sándor Király

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