@misc{10481/61148, year = {2020}, month = {1}, url = {http://hdl.handle.net/10481/61148}, 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.}, publisher = {MDPI}, keywords = {ICT}, keywords = {educational innovation}, keywords = {Innovative methodologies}, keywords = {Methodological contrast}, keywords = {Transformative pedagogies}, keywords = {Flipped learning}, keywords = {Gamification}, title = {Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification}, doi = {10.3390/su12020602}, author = {Parra González, María Elena and López Belmonte, Jesús and Segura-Robles, Adrián and Fuentes Cabrera, Arturo}, }