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Gamification as a Methodological Complement to Flipped Learning—An Incident Factor in Learning Improvement

Department of Didactics and School Organization, University of Granada, 18071 Granada, Spain
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Multimodal Technologies Interact. 2020, 4(2), 12; https://doi.org/10.3390/mti4020012
Received: 28 February 2020 / Revised: 8 April 2020 / Accepted: 16 April 2020 / Published: 20 April 2020
(This article belongs to the Special Issue Gamification in Education)
Educational innovation is a reality that is present in learning spaces. The use of emerging methodologies such as gamification and flipped learning has shown great potential in improving the teaching and learning process. This study aims to analyze the effectiveness of innovative mixed practices, combining gamification and flipped learning in the subject of Spanish Language and Literature against the isolated use of flipped learning. For this, a quasi-experimental design of descriptive and correlational type, based on a quantitative methodology has been carried out. For its development, two study groups (control-experimental) have been set up. The selected sample is of an intentional nature and was composed of 60 students of the fourth year of Secondary Education of an educational center in Southern Spain. The data has been collected through a validated questionnaire. The results determine that the complement of gamification in flipped learning has led to improvements in various academic indicators. It is concluded that the development of gamified actions in the face-to-face phase of flipped learning improves the motivation, interaction with teachers, and interactions of students. View Full-Text
Keywords: educational innovation; flipped learning; gamification; game-based learning; mixed learning; experimentation; methodological contrast; secondary education educational innovation; flipped learning; gamification; game-based learning; mixed learning; experimentation; methodological contrast; secondary education
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Pozo Sánchez, S.; López Belmonte, J.; Fuentes Cabrera, A.; López Núñez, J.A. Gamification as a Methodological Complement to Flipped Learning—An Incident Factor in Learning Improvement. Multimodal Technologies Interact. 2020, 4, 12.

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