Publication:
Effects of a Gamification and Flipped-Classroom Program for Teachers in Training on Motivation and Learning Perception

dc.contributor.authorGómez-Carrasco, Cosme Jesús
dc.contributor.authorMonteagudo-Fernández, José
dc.contributor.authorMoreno-Vera, Juan Ramón
dc.contributor.authorSainz-Gómez, Marta
dc.contributor.departmentDidáctica de las Ciencias Matemáticas y Sociales
dc.date.accessioned2025-01-13T09:56:48Z
dc.date.available2025-01-13T09:56:48Z
dc.date.issued2019-12-15
dc.description© 2019 Authors This document is made available under the CC-BY 4.0 license http://creativecommons.org/licenses/by/4.0 This document is the published version of a published work that appeared in final form in Education Sciences. To access the final edited and published work see: https://dx.doi.org/10.3390/educsci9040299
dc.description.abstractWe present the results of a training program with future Primary Education teachers on the impact on motivation and perception of learning achieved through strategies and techniques associated with gamma and flipped-classroom. The program was run in four classroom groups (n = 210) at the University of Murcia (Spain) and the aim was to analyze the effect that the gamification-based and flipped-classroom program has on motivation and learning. Information was collected through a perceptions questionnaire. Descriptive statistics are shown; mean tests (t of Student and ANOVA of a factor) and Pearson correlations between subscales. The data show a very positive impact on motivation, the learning achieved, and the strategies applied in the program. Some differences between group-class and gender are discussed, and some future improvements of the program are put forward.es
dc.formatapplication/pdfes
dc.format.extent15es
dc.identifier.citationEduc. Sci. 2019, 9(4), 299
dc.identifier.doihttps://dx.doi.org/10.3390/educsci9040299
dc.identifier.urihttp://hdl.handle.net/10201/148288
dc.languageenges
dc.relationMinisterio de Ciencia, Innovación y Universidades, PGC2018-094491-B-C33; Fundación Séneca, 20638/JLI/18.es
dc.relation.publisherversionhttps://www.mdpi.com/2227-7102/9/4/299
dc.rightsinfo:eu-repo/semantics/openAccesses
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectGamificationes
dc.subjectFlipped-classroom
dc.subjectMotivation
dc.subjectTeacher education
dc.subjectSocial sciences teaching
dc.subjectStudent perceptions
dc.subject.otherCDU::3 - Ciencias sociales::37 - Educación. Enseñanza. Formación. Tiempo librees
dc.titleEffects of a Gamification and Flipped-Classroom Program for Teachers in Training on Motivation and Learning Perceptiones
dc.typeinfo:eu-repo/semantics/articlees
dspace.entity.typePublicationes
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