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Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification

María Elena Parra-González, Jesús López Belmonte, Adrián Segura-Robles and Arturo Fuentes Cabrera
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María Elena Parra-González: Department of Research Methods and Diagnosis in Education, University of Granada, 51001 Ceuta, Spain
Jesús López Belmonte: Department of Didactics and School Organization, University of Granada, 51001 Ceuta, Spain
Adrián Segura-Robles: Department of Research Methods and Diagnosis in Education, University of Granada, 51001 Ceuta, Spain
Arturo Fuentes Cabrera: Department of Didactics and School Organization, University of Granada, 51001 Ceuta, Spain

Sustainability, 2020, vol. 12, issue 2, 1-11

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.

Keywords: ICT; educational innovation; innovative methodologies; methodological contrast; transformative pedagogies; flipped learning; gamification (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2020
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (11)

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