1. Introduction
Conventional learning practices are characterised by students acquiring the content delivered by teachers. The flipped classroom approach, facilitated by digital technology, reverses the conventional teaching in which the teacher is at the centre of learning and students are passive receivers. Specifically, in the flipped classroom, the teacher guides students to learn actively. For example, teachers prepare lecture videos and online handouts before class that students preview using mobile phones or laptops; this reduces the amount of time spent in class working to understand the material, enabling more time for self-learning, self-reflection on problems encountered, and discussion in class, thereby enhancing students’ logical thinking and problem-solving skills.
The flipped classroom approach is an innovative pedagogical model that has begun to be applied in several fields of learning because it can foster self-learning and critical thinking skills and increase learning effectiveness. For example, Akçayır and Akçayır [
1] presented a large-scale systematic review of the literature on the flipped classroom to examine its reported advantages and challenges for both students and instructors. A total of 71 research articles were selected for the review from the full range of Social Sciences Citation Indexed journals. The findings reveal that the most frequently reported advantage of the flipped classroom is the improvement of student learning performance. Majon Kumar et al. [
2] reported that the grades of low-level students who underwent a flipped classroom intervention were comparable to those of high-level students attending conventional lectures. Guerrero et al. [
3] reported improved learning effectiveness in a chemistry class in which a flipped classroom intervention was employed, and found that students were more interested in learning and solving problems through interaction in class under this educational model. Knežević et al. [
4] stated that advanced online courses often focus on actual experience, which is typically neglected in conventional teaching; accordingly, they applied a flipped classroom intervention that involved in-class group discussion, 49.5 h of recorded lecture materials, the provision of briefs, and the administration of online mock examinations and online tests. Simple presentations given before actual in-class implementation helped students successfully accomplish their tasks. Notably, the video materials were used less frequently as the course progressed. This may be attributable to the fact that eight lessons were related to subnetting, a topic which was more difficult for students and required more mental practice. Vasilchenko et al. [
5] implemented an innovative educational intervention that combined self-learning and the flipped classroom, allowing for interplay between the two. In the self-learning part, students created their own learning content and learning tools. Students played four main roles, namely those of creator, collaborator, communicator, and learner. Elmaadaway [
6] investigated whether the flipped classroom approach improved students’ participation and comprehension in Blackboard courses. The results showed that students who learned in a flipped classroom participated more actively in the learning process overall. Wang et al. [
7] integrated the flipped classroom approach with problem-based learning through the production of lecture videos and the design of class activities pertaining to problem-based learning. Reminders were provided, and students were encouraged to ask questions. After lecture videos were played, students answered multiple-choice or fill-in-the-blank questions to confirm their understanding of the material. Students who received this flipped classroom intervention had significantly higher grades than those who attended conventional classes.
Regarding the application of the flipped classroom approach to research on programming, Mok and Rao [
8] conducted a three-week intensive basic programming course for students attending a preparatory programme at the National University of Singapore. A mixed learning approach was used in the flipped classroom context that included lecture videos, self-assessments, live meetings, in-class lectures, and actual programming activities. Students were divided into groups, and each group was guided by an instructor. Overall, 80.6% of the students passed the course, and more than one-third were deemed capable programmers. Sharp [
9] explored whether the application of a flipped classroom approach in a C programming course would increase learning motivation and whether students would recommend flipped learning to their classmates. The results indicated that the flipped classroom approach was more successful than conventional instructional practices. Knutas et al. [
10] explored the application of the flipped classroom in university programming courses and constructed a shared structure for course design by using the flipped classroom approach. The flipped classroom approach was more effective than the conventional lecture and exercises method; thus, Knutas suggested that teachers should integrate the flipped classroom into their course designs. Alhazbi [
11] explored the application of the flipped classroom approach in programming courses and reported that the flipped classroom approach improved students’ learning attitudes and grades. In an investigation of various approaches to course design, Maher et al. [
12] found that flipped classroom-based methods were suitable for programming courses, enhancing both learning motivation and learning effectiveness. Moreover, students provided positive feedback on the flipped classroom intervention, which indicated that such educational models could promote learning motivation and active learning.
Researchers have identified students’ low intention to preview learning materials and their low levels of class participation as common problems encountered in flipped classroom interventions that directly or indirectly affect learning effectiveness. For example, Majon Kumar et al. [
2] noted that some students did not preview the learning materials or make briefs; consequently, their teacher telephoned them to remind them to do so. Guerrero et al. [
3] contended that the greatest difficulty in implementing a flipped classroom intervention was that some students did not preview the materials, either because they could not access them, or they forgot to do so. Knežević et al. [
4] reported that most students did not watch the video materials but that the majority of them had sufficiently prepared for class, leading the researchers to speculate that students probably learned the content by using other types of course materials. Alhazbi [
11] examined how to encourage students to preview course content.
Mok and Rao [
8] indicated that class activities were often conducted in groups, to which certain students could not adapt, causing them to withdraw from the course. Moreover, some students did not participate in class discussions. Vasilchenko et al. [
5] reported that some students found the course too difficult and that numerous activities based on group work were not suitable for every student; some students worked more efficiently alone than within a group. In his study of a Blackboard course, Elmaadaway [
6] suggested that students are not used to being responsible for their own learning and making more effort, factors which are necessary in the flipped classroom context. He recommended the implementation of strategies such as encouraging students to note down their questions, solving problems during class, and collecting students’ opinions and ideas. Wang et al. [
7] indicated that insufficient pre-class preparation and low motivation for class participation, as well as low learning efficiency in the classroom, impeded the successful implementation of a flipped classroom approach combined with problem-based learning. Sharp [
9] stated that pre-class preparation is necessary for enhancing learning motivation and class participation in a flipped classroom.
Internet banking services enable payment processing and transfer through digital modalities. Electronic money involves the addition of values designated by the government or accounting agencies on antitampering devices. The usage rate of virtual currency, which has emerged with the advancement of encryption technology and competes with diverse forms of currency [
13], increases year by year. Examples of virtual currency include Line Coins (used by Line, a type of communication software), points used in online games, and Bitcoin. Virtual currency represents a new form of payment for purchasing commodities and services [
14].
STUSTCoin, a type of virtual currency issued by the Southern Taiwan University of Science and Technology in 2019, can be used at 7-Eleven convenience stores in the country as well as at school gymnasiums and cafeterias. STUSTCoin can also be converted into cash vouchers and can be exchanged for selected products at ibon kiosks (at 7-Eleven stores). Students can also freely exchange STUSTCoin among themselves. For each compulsory course, 2000 STUSTCoin units are provided at the beginning of the semester. As the course progresses, the instructor decides the coin distribution method according to student performance, such as their grades or rank in competitions.
The present study explored the effects of the flipped classroom approach and the relevant educational activities and used STUSTCoin units as an incentive to encourage students’ intention to preview learning materials, participate in class, and learn effectively. The research questions were as follows:
Whether incorporating handouts in educational activities and using STUSTCoin as an incentive would significantly increase students’ intention to preview learning materials;
Whether incorporating handouts in educational activities and using STUSTCoin as an incentive would significantly increase their class participation;
Whether incorporating handouts in educational activities and using STUSTCoin as an incentive would significantly improve their learning effectiveness.
3. Educational Activity Design
Regarding educational activities, the students were informed in advance of the key topics and concepts for the week. The primary aims of the intervention were to increase students’ intention to preview learning materials and their class participation. The instructor explained the key concepts after randomly asking the students relevant questions. The students then completed group assignments and uploaded them, and these assignments facilitated the comprehension of the material.
3.1. Lesson Implementation Process
Figure 2 presents the flowchart of the lesson implementation process.
The learning materials were uploaded to flipClass before the start of each lesson. In addition, both groups completed the same group assignments. As mentioned earlier, group assignments needed to be uploaded to the platform immediately after class. Different from the approach used with the control group, for the experimental group, the following were implemented to improve the students’ intention to preview learning materials and their class participation:
- (1)
At the start of each week, the lesson content and key concepts were uploaded to flipClass to remind the students to make relevant preparations;
- (2)
At the start of each lesson, the instructor asked the students questions regarding the lesson content and key concepts. STUSTCoin units were given as rewards regardless of whether the responses were correct;
- (3)
The instructor asked questions at random intervals during class. Again, STUSTCoin units were awarded regardless of whether the responses were correct;
- (4)
Each group leader was given STUSTCoin units to encourage them to effectively guide the group members to complete group assignments on time;
- (5)
Handouts explaining how to complete group assignments were given to the students in the experimental group.
3.2. Design of the Lesson Content and Handouts
The contents of the lessons, which were provided during the second semester of the school year, pertained to the C# programming language. Materials, in the form of audio-visual presentations and slideshows, were provided for each of the five main topics, namely, arrays and strings, file and folder management, accessing and writing files and multimedia files, accessing databases, and accessing online materials.
The handouts consisted of four parts: teaching objectives, lesson content, educational activities, and learning steps. The handout template was as follows:
Handout Template
Lesson Topic
Teaching objectives
Explain the lesson themes and learning objectives of the week as well as the concepts that must be understood to achieve these objectives.
Lesson content
The links to the relevant slideshows, videos, and learning resources were given on flipClass.
Educational activities
- (1)
Viewing the materials: the students were instructed to note the key concepts they identified and any questions they had when viewing the learning materials.
- (2)
Explaining the key concepts:
The instructor randomly selected students to answer questions during the explanation of each concept, and the instructor awarded them STUSTCoin units;
The students were permitted to ask questions about the lesson content during the explanation.
- (3)
Group discussion.
- (4)
Randomly assigned groups discussed and completed the assignments.
Learning guidance
The main objective was to systematically guide the students through the learning process, including the completion of the assignments.
The multimedia handout was as follows:
Topic: Multimedia Files
Teaching objectives: understanding the application of multimedia players.
- (1)
Learn to use C# to play videos and sound effects;
- (2)
Understand how to open/save music files using MenuStrip;
- (3)
Understand how to add/delete music files using MenuStrip;
- (4)
Understand how to store, update, and delete data using ListBox.
Lesson content
The links to the relevant slideshows, videos, and learning resources were provided on flipClass.
Educational activities
Figure 3 shows the group assignment regarding multimedia players, which is described as follows:
- (1)
Subject: multimedia players.
- (2)
Required tools: MenuStrip, ListBox, OpenFileDialog, and SaveFileDialog.
The multimedia data can be input from a file to ListBox (upper left corner), and the corresponding multimedia file can be played by selecting one of the data entries. Additions and deletions can be made to the multimedia data in ListBox, which can then be saved back to the file;
The multimedia data can be generated in ListBox (bottom right corner), and the file can be played by selecting one of the data entries.
Learning guidance
- (1)
Design related layouts according to the graph, primarily using the design functions in MenuStrip;
- (2)
Use OpenFileDialog to open the music file;
- (3)
Use SaveFileDialog to save the music file;
- (4)
Use ListBox to add and delete the file.