Gamification and Flipped Classroom in SQL Education

Authors

DOI:

https://doi.org/10.36427/CEJNTREP.7.1.12228

Keywords:

educational games, flipped classroom, SQL, gamification

Abstract

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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Published

2025-12-31

How to Cite

Balla, T., & Király, S. (2025). Gamification and Flipped Classroom in SQL Education. Central-European Journal of New Technologies in Research, Education and Practice, 7(1), 16–42. https://doi.org/10.36427/CEJNTREP.7.1.12228

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Section

Scientific Papers