Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification Parra González, María Elena López Belmonte, Jesús Segura-Robles, Adrián Fuentes Cabrera, Arturo ICT educational innovation Innovative methodologies Methodological contrast Transformative pedagogies Flipped learning Gamification 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. 2020-04-14T08:09:41Z 2020-04-14T08:09:41Z 2020-01-14 info:eu-repo/semantics/article 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] http://hdl.handle.net/10481/61148 10.3390/su12020602 eng http://creativecommons.org/licenses/by/3.0/es/ info:eu-repo/semantics/openAccess Atribución 3.0 España MDPI