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Evaluation of Implementation of Gamification, Game-Based Learning, and Active Methodologies to the Flipped Classroom Model

dc.contributor.authorRojas-de-Gracia, María-Mercedes
dc.contributor.authorEsteban, Ana
dc.contributor.authorBentabol, Mari­a
dc.contributor.authorRodríguez-Ruiz, María Dolores
dc.contributor.authorBentabol Manzanares, María Amparo
dc.contributor.authorPaula Lopes, Ana
dc.contributor.authorBaptista Soares, Filomena
dc.contributor.authorMuñoz, María M.
dc.contributor.authorSOLER PORTA, MARIANO
dc.contributor.authorCaña Palma, Rocío
dc.date.accessioned2022-12-12T10:02:40Z
dc.date.available2022-12-12T10:02:40Z
dc.date.issued2022
dc.description.abstractThe use of the flipped classroom at HE has been very popular in recent years. However, recently a series of studies are appearing that question in a certain way the usefulness of this methodology to improve student learning. To shed more light on this dichotomy, this study has been carried out, which presents as its main strengths the fact that it is a longitudinal investigation, with a large sample of students from various subjects and from two different countries. Its findings confirm that the degree of student satisfaction when the flipped classroom is applied with gamification and with active methodologies is very high, especially with regard to the use of Kahoot!, and the work of the teachers who apply them. Likewise, it is concluded that student satisfaction is slightly higher when the teachers who apply it do not do it alone, but rather do it collaboratively with other colleagues.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.doi10.4018/978-1-7998-9706-4.ch006pt_PT
dc.identifier.urihttp://hdl.handle.net/10400.22/21174
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.subjectFlipped classroompt_PT
dc.subjectMoodlept_PT
dc.subjectGamificationpt_PT
dc.subjectCollaboration between teacherspt_PT
dc.subjectHigher educationpt_PT
dc.subjectGame-based learningpt_PT
dc.subjectSocrativept_PT
dc.subjectActive methodologiespt_PT
dc.titleEvaluation of Implementation of Gamification, Game-Based Learning, and Active Methodologies to the Flipped Classroom Modelpt_PT
dc.typebook part
dspace.entity.typePublication
oaire.citation.endPage164pt_PT
oaire.citation.startPage142pt_PT
oaire.citation.titleEmotion and Online Learningpt_PT
person.familyNameBentabol
person.familyNameBentabol Manzanares
person.familyNameLopes
person.familyNameda Silva Pereira Baptista Soares
person.familyNameSOLER PORTA
person.familyNameCaña Palma
person.givenNameMari­a
person.givenNameMaría Amparo
person.givenNameAna Paula
person.givenNameFilomena Maria
person.givenNameMARIANO
person.givenNameRocío
person.identifier1583506
person.identifier.ciencia-id8B17-B2C1-6036
person.identifier.ciencia-id661E-1FDB-58FB
person.identifier.orcid0000-0003-3133-9368
person.identifier.orcid0000-0003-4307-2939
person.identifier.orcid0000-0003-1603-6959
person.identifier.orcid0000-0001-5203-9458
person.identifier.orcid0000-0002-7928-6536
person.identifier.orcid0000-0003-4931-7108
person.identifier.ridF-5217-2014
person.identifier.ridS-8594-2016
person.identifier.ridAAA-2487-2020
person.identifier.scopus-author-id6508288912
person.identifier.scopus-author-id57194875571
person.identifier.scopus-author-id57722207300
person.identifier.scopus-author-id57226069369
rcaap.rightsopenAccesspt_PT
rcaap.typebookPartpt_PT
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