Proceedings of the 2025 International Conference on Educational Innovation and Information Technology (EIIT 2025)

Application Design and Case Construction of Gamified Flipped Classroom in the Course “Space TT&C System and Application”

Authors
Hongbin Ma1, Wei Zhang1, *, Yiwen Jiao1, Tao Wu1, Guixin Li1
1Department of Electronic and Optical Engineering, Space Engineering University, Beijing, 101400, China
*Corresponding author. Email: zhangwei@hgd.edu.cn
Corresponding Author
Wei Zhang
Available Online 15 December 2025.
DOI
10.2991/978-2-38476-497-6_27How to use a DOI?
Keywords
Course Case; Flipped Classroom; Gamification
Abstract

As an innovative teaching mode, the flipped classroom has been widely applied in college teaching, yet it faces challenges such as insufficient learning motivation and distracted attention. With the development of information technology, it is feasible to construct a gamified flipped classroom through the mode of electronic games. To meet these challenges in the flipped classroom, this paper introduces gamification elements into the flipped classroom, systematically reviews the concept, types, and theoretical foundation. It also extracts the motivation mechanisms of gamification elements such as narrative dynamics and point feedback on learners’ intrinsic and extrinsic motivations. A gamified flipped classroom case is constructed with a fantasy world as the background for the “Space Tracking, Telemetry and Command (TT&C) System and Application” course. Through the design of level-up challenges, a badge and point system, and a formative assessment mechanism, abstract aerospace measurement and control knowledge is transformed into an immersive learning experience, providing a practical path for enhancing the effectiveness of flipped classroom teaching and promoting teaching reforms in science and engineering courses.

Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2025 International Conference on Educational Innovation and Information Technology (EIIT 2025)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
15 December 2025
ISBN
978-2-38476-497-6
ISSN
2352-5398
DOI
10.2991/978-2-38476-497-6_27How to use a DOI?
Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Hongbin Ma
AU  - Wei Zhang
AU  - Yiwen Jiao
AU  - Tao Wu
AU  - Guixin Li
PY  - 2025
DA  - 2025/12/15
TI  - Application Design and Case Construction of Gamified Flipped Classroom in the Course “Space TT&C System and Application”
BT  - Proceedings of the 2025 International Conference on Educational Innovation and Information Technology (EIIT 2025)
PB  - Atlantis Press
SP  - 267
EP  - 277
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-497-6_27
DO  - 10.2991/978-2-38476-497-6_27
ID  - Ma2025
ER  -