Application of innovative teaching-learning methodologies in the classroom. Coaching, flipped-classroom and gamification. A case study of success

dc.contributor.authorGómez-Ejerique, C.es_ES
dc.contributor.authorLópez-Cantos, F.es_ES
dc.date.accessioned2019-05-20T10:21:43Z
dc.date.available2019-05-20T10:21:43Z
dc.date.issued2019-05-20
dc.date.updated2019-05-20T09:56:43Z
dc.description.abstract[EN] The new teaching techniques based on avant-garde methodologies aimed at enhancing student learning are being promoted at all levels of education for a few decades, integrating the significant advances that are taking place in different scientific disciplines, including from the areas of psychology basic and group up to the most effective techniques of talent management and organizations.In the present work, we review the teaching-learning techniques and methodologies that we consider most efficient at present, with examples that show their suitability for current teaching. The application and effectiveness of coaching and gamification techniques and the innovative pedagogical strategies integrated in the so-called flipped classroom are analyzed. The results obtained with the application of these methodologies allow us to conclude that the analyzed pedagogical tools are ideal to increase the learning capacities and personal development of the students.en_EN
dc.description.accrualMethodSWORDes_ES
dc.description.bibliographicCitationGómez-Ejerique, C.; López-Cantos, F. (2019). Application of innovative teaching-learning methodologies in the classroom. Coaching, flipped-classroom and gamification. A case study of success. Multidisciplinary Journal for Education, Social and Technological Sciences. 6(1):46-70. https://doi.org/10.4995/muse.2019.9959es_ES
dc.description.issue1
dc.description.referencesAlbrecht, C.S. (2012). The game of Happiness. Gamification of positive activity interventions. Maastricht University. Maastricht, The Netherlands.es_ES
dc.description.referencesBaker, J. W. (2000). "The classroom flip: Using web course management tools to become the guide by the side." Selected Papers from the 11th International Conference on College Teaching and Learning. 2000.es_ES
dc.description.referencesBandura, A. (1997). Self-efficacy: The exercise of control. New York: W.H. Freeman.es_ES
dc.description.referencesBBVA Innovation Edge (2012). Gamificación, el negocio de la diversión, 3, 1- 65.es_ES
dc.description.referencesBruns, B. and Luque, J.. (2014). Profesores Excelentes: Cómo mejorar el aprendizaje en América Latina y el Caribe. Washington, DC: World Bank.es_ES
dc.description.referencesChi, M., Glaser, R. and Farr, M. (1988). The Nature of Expertise. Ed. L. Erlbaum Associates.es_ES
dc.description.referencesChorney, Alan I. (2012). "Taking the game out of gamification", Dalhousie Journal of Interdisciplinary Management, 8, 1-14. https://doi.org/10.5931/djim.v8i1.242es_ES
dc.description.referencesClaxton, G. (2008). What's the point of school? Rediscovering the heart of education. Oxford: Oneworld.es_ES
dc.description.referencesDiaz, J. and Troyano, Y. (2013). "El pontencial de la gamificación aplicado al ámbito educativo", III Jornadas de Innovación Docente. Innovación Educativa: respuesta en tiempos de incertidumbre. University of Sevilla.es_ES
dc.description.referencesEsquivias Serrano, M. (2004). "Creatividad: definiciones, antecedentes y aportaciones", Revista Digital Universitaria, 1 (5).es_ES
dc.description.referencesGros, B. (2007). Videojuegos y aprendizaje. Barcelona: Graó.es_ES
dc.description.referencesHargreaves, D. (2004-2006). Personalising Learning. Pamphlet, Series. London: Specialist Schools Trust.es_ES
dc.description.referencesHarvard Business Essentials (2005). Coaching y Mentoring: cómo desarrollar el talento de alto nivel y conseguir mejores resultados. Barcelona: Editiones Deusto.es_ES
dc.description.referencesKapp, K. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco: John Wiley & Sons. https://doi.org/10.1145/2207270.2211316es_ES
dc.description.referencesNeisser, U. (1976). Psicología Cognoscitiva. Editorial Trillas: México.es_ES
dc.description.referencesPadilla, S.; Halley, F. and Chantler, J.C. (2011). "Improving Product Browsing whilst Engaging Users", Digital Engagement, 11, 15-17.es_ES
dc.description.referencesPérez Rodríguez, P. M. (2004). "Revisión de las teorías del aprendizaje más sobresalientes del siglo XX", Tiempo de Educar, 10 (5), julio-diciembre, 2004, pp. 39-76.es_ES
dc.description.referencesPrieto Gil, A. (2010). «La pirámide del Aprendizaje». E-Innova BUCM.es_ES
dc.description.referencesPiaget, J. (1968). Genetic Epistemology. Columbia University Press. USA.es_ES
dc.description.referencesRogers, C. (1961). El proceso de convertirse en persona. Buenos Aires: Ed. Paidós.es_ES
dc.description.referencesSams, A., Bergmann, J. et al. (2014). Flipped Learning Network (FLN). The Four Pillars of F-L-I-P.es_ES
dc.description.referencesStrayer, J. (2014). "How Learning in an Inverted Classroom Influences Cooperation, Innovation and Task Orientation", Learning Environments Research 15.2, 171-193. https://doi.org/10.1007/s10984-012-9108-4es_ES
dc.description.referencesWang, Q. (2012). "Coaching for Learning: Exploring Coaching Psychology in Enquiry-Based Learning and Development of Learning Power in Secondary Education', Procedia - Social and Behavioral Sciences, 69, 177-86. https://doi.org/10.1016/j.sbspro.2012.11.397es_ES
dc.description.referencesWolk, L. (2007). Coaching: el arte de soplar brasas. Buenos Aires: Gran Aldea Editores GAE.es_ES
dc.description.referencesZichermann, G. and Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Cambridge, MA: O'Reilly Mediaes_ES
dc.description.upvformatpfin70es_ES
dc.description.upvformatpinicio46es_ES
dc.description.volume6
dc.identifier.doi10.4995/muse.2019.9959
dc.identifier.eissn2341-2593
dc.identifier.urihttps://riunet.upv.es/handle/10251/120729
dc.languageIngléses_ES
dc.publisherUniversitat Politècnica de València
dc.relation.ispartofMultidisciplinary Journal for Education, Social and Technological Sciences
dc.relation.publisherversionhttps://doi.org/10.4995/muse.2019.9959es_ES
dc.relation.references10.5931/djim.v8i1.242es_ES
dc.relation.references10.1145/2207270.2211316es_ES
dc.relation.references10.1007/s10984-012-9108-4es_ES
dc.relation.references10.1016/j.sbspro.2012.11.397es_ES
dc.rightsReconocimiento - No comercial - Sin obra derivada (by-nc-nd)es_ES
dc.rights.accessRightsAbiertoes_ES
dc.subjectEducation theoryes_ES
dc.subjectTeaching methodologieses_ES
dc.subjectCoachinges_ES
dc.subjectGamificationes_ES
dc.subjectFlipped-classroomes_ES
dc.titleApplication of innovative teaching-learning methodologies in the classroom. Coaching, flipped-classroom and gamification. A case study of successes_ES
dc.typeArtículoes_ES
dc.type.versioninfo:eu-repo/semantics/publishedVersiones_ES
dspace.entity.typePublication
upv.uuid8624d9d5-0cb6-47e0-abe2-24ad83c48d9bes_ES

Archivos

Bloque original

Mostrando 1 - 1 de 1
Cargando...
Miniatura
Nombre:
9959-46629-1-PB.pdf
Tamaño:
1.18 MB
Formato:
Adobe Portable Document Format

Bloque de licencias

Mostrando 1 - 1 de 1
Cargando...
Miniatura
Nombre:
license.txt
Tamaño:
359 B
Formato:
Item-specific license agreed upon to submission
Descripción: