Publication: Effects of a Gamification and Flipped-Classroom Program for Teachers in Training on Motivation and Learning Perception
| dc.contributor.author | Gómez-Carrasco, Cosme Jesús | |
| dc.contributor.author | Monteagudo-Fernández, José | |
| dc.contributor.author | Moreno-Vera, Juan Ramón | |
| dc.contributor.author | Sainz-Gómez, Marta | |
| dc.contributor.department | Didáctica de las Ciencias Matemáticas y Sociales | |
| dc.date.accessioned | 2025-01-13T09:56:48Z | |
| dc.date.available | 2025-01-13T09:56:48Z | |
| dc.date.issued | 2019-12-15 | |
| 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.abstract | We 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.format | application/pdf | es |
| dc.format.extent | 15 | es |
| dc.identifier.citation | Educ. Sci. 2019, 9(4), 299 | |
| dc.identifier.doi | https://dx.doi.org/10.3390/educsci9040299 | |
| dc.identifier.uri | http://hdl.handle.net/10201/148288 | |
| dc.language | eng | es |
| dc.relation | Ministerio de Ciencia, Innovación y Universidades, PGC2018-094491-B-C33; Fundación Séneca, 20638/JLI/18. | es |
| dc.relation.publisherversion | https://www.mdpi.com/2227-7102/9/4/299 | |
| dc.rights | info:eu-repo/semantics/openAccess | es |
| dc.rights | Atribución 4.0 Internacional | * |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | * |
| dc.subject | Gamification | es |
| dc.subject | Flipped-classroom | |
| dc.subject | Motivation | |
| dc.subject | Teacher education | |
| dc.subject | Social sciences teaching | |
| dc.subject | Student perceptions | |
| dc.subject.other | CDU::3 - Ciencias sociales::37 - Educación. Enseñanza. Formación. Tiempo libre | es |
| dc.title | Effects of a Gamification and Flipped-Classroom Program for Teachers in Training on Motivation and Learning Perception | es |
| dc.type | info:eu-repo/semantics/article | es |
| dspace.entity.type | Publication | es |
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