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dc.contributor.authorHossein Mohand, Hassan
dc.contributor.authorTrujillo Torres, Juan Manuel 
dc.contributor.authorGómez García, Melchor
dc.contributor.authorHossein-Mohand, Hossein
dc.contributor.authorCampos Soto, Antonio
dc.date.accessioned2021-03-02T08:21:39Z
dc.date.available2021-03-02T08:21:39Z
dc.date.issued2021
dc.identifier.citationHossein-Mohand, H.; Trujillo-Torres, J.-M.; Gómez-García, M.; Hossein-Mohand, H.; Campos-Soto, A. Analysis of the Use and Integration of the Flipped Learning Model, Project-Based Learning, and Gamification Methodologies by Secondary School Mathematics Teachers. Sustainability 2021, 13, 2606. https://doi.org/ 10.3390/su13052606es_ES
dc.identifier.urihttp://hdl.handle.net/10481/66760
dc.description.abstractIn the didactics of mathematics, many technological resources can be used with teaching strategies, techniques, models, and methodologies that facilitate the teaching–learning process. Pedagogical models such as Flipped Learning and active methodologies such as Project-Based Learning and Gamification have a relevant role in education. Objectives. (1) To identify the variables of teaching practices, ratios, and mathematics teacher training indicators that could influence the choice of different study models or methodologies. Method. A total of 73 teachers from the Autonomous City of Melilla were included in a cross-sectional study. Teachers filled out a validated questionnaire with 35 questions regarding mathematics and teacher training, information and communication technology (ICT) uses, resources and mastery, communication, and collaboration. Results. The statistical analyses revealed significant positive influences between the Flipped Learning model, Project-Based Learning, and Gamification with the evaluated items. Furthermore, Project-Based Learning showed a negative association with two items of the teaching practice indicator. Conclusion. The exchange of information and content through online spaces, participation, and collaboration in center projects related to digital technologies and educational software to teach mathematics had a significant impact on the choice of Flipped Learning model and active methodologies.es_ES
dc.language.isoenges_ES
dc.publisherMDPIes_ES
dc.rightsAtribución 3.0 España*
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/es/*
dc.subjectEducational technologieses_ES
dc.subjectDigital competenceses_ES
dc.subjectActive methodologieses_ES
dc.subjectFlipped Learning modeles_ES
dc.subjectProject-Based learninges_ES
dc.subjectGamificationes_ES
dc.titleAnalysis of the Use and Integration of the Flipped Learning Model, Project-Based Learning, and Gamification Methodologies by Secondary School Mathematics Teacherses_ES
dc.typejournal articlees_ES
dc.rights.accessRightsopen accesses_ES
dc.identifier.doi10.3390/su13052606


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Atribución 3.0 España
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