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Gamification and flipped learning and their influence on aspects related to the teaching-learning process
Ma Elena Parra-González1, Jesús López-Belmonte2, Adrián Segura-Robles1
1Department of Research Methods and Diagnosis in Education, University of Granada, Spain.
Gamification is more effective for younger students, while flipped learning benefits older students in Physical Education. Both active methodologies show great potential for educational transformation.
Area of Science:
- Educational Psychology
- Pedagogy
- Physical Education
Background:
- Education is undergoing significant methodological transformation.
- Active methodologies like gamification and flipped learning are gaining prominence.
- Understanding their comparative effectiveness is crucial for optimizing teaching strategies.
Purpose of the Study:
- To analyze the methodological contrast between gamification and flipped learning.
- To determine the most influential methodology in Physical Education across different educational stages.
- To assess the impact of these methodologies on student training.
Main Methods:
- Quasi-experimental research design.
- Sample of 356 students in Spain across three educational stages.
- Data collection via questionnaires.
Main Results:
- Gamification is better valued by younger students (early stages).
- Flipped learning is preferred by older students (group stages, pre-university).
- Both methodologies demonstrate significant potential in Physical Education.
Conclusions:
- Gamification positively impacts younger learners in Physical Education.
- Flipped learning yields positive effects for older students.
- Methodology choice should be tailored to the educational stage for optimal impact.
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