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.
CITATION STYLE
Parra-González, M. E., Belmonte, J. L., Segura-Robles, A., & Cabrera, A. F. (2020). Active and emerging methodologies for ubiquitous education: Potentials of flipped learning and gamification. Sustainability (Switzerland), 12(2). https://doi.org/10.3390/su12020602
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