Mostrar el registro sencillo del ítem
Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification
dc.contributor.author | Parra González, María Elena | |
dc.contributor.author | López Belmonte, Jesús | |
dc.contributor.author | Segura-Robles, Adrián | |
dc.contributor.author | Fuentes Cabrera, Arturo | |
dc.date.accessioned | 2020-04-14T08:09:41Z | |
dc.date.available | 2020-04-14T08:09:41Z | |
dc.date.issued | 2020-01-14 | |
dc.identifier.citation | Parra-González, M.E.; López Belmonte, J.; Segura-Robles, A.; Fuentes Cabrera, A. Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification. Sustainability 2020, 12, 602. [doi:10.3390/su12020602] | es_ES |
dc.identifier.uri | http://hdl.handle.net/10481/61148 | |
dc.description.abstract | Introduction: Nowadays, education is immersed in a process of constant renewal due to the inference of two fundamental facts: The emergence of new technologies and the development of new active methodologies that lead the teaching and learning processes. Methods: A case study was developed to analyze the effects caused in these processes by the implementation of “flipped learning” and “gamification” as teaching models; after the implementation of each one, variables such as learning achievement, learning anxiety, motivation, and autonomy were compared. This work was carried out with secondary school subjects (n = 60) of an educational center of the Autonomous City of Ceuta. A descriptive experimental study was carried out. Gamification and flipped learning effects were compared to analyze both their potentials as educational methodologies. Results: The results show the benefits of both methodologies. All measured dimensions increased positively, in accordance with previous studies on the subject. Conclusion: The implementation of both methodologies in the classroom causes an improvement in the students’ learning processes, in their achievements, and in their enthusiasm. | es_ES |
dc.language.iso | eng | es_ES |
dc.publisher | MDPI | es_ES |
dc.rights | Atribución 3.0 España | * |
dc.rights.uri | http://creativecommons.org/licenses/by/3.0/es/ | * |
dc.subject | ICT | es_ES |
dc.subject | educational innovation | es_ES |
dc.subject | Innovative methodologies | es_ES |
dc.subject | Methodological contrast | es_ES |
dc.subject | Transformative pedagogies | es_ES |
dc.subject | Flipped learning | es_ES |
dc.subject | Gamification | es_ES |
dc.title | Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification | es_ES |
dc.type | info:eu-repo/semantics/article | es_ES |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | es_ES |
dc.identifier.doi | 10.3390/su12020602 |